Yeah, Fiend got yellow small eyes, while Vore and Shambler are eyeless.
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some HD stuff for use with quoth!
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Somebody needs to put all members of GWAR (past and present) in Quake. I choose you Talisa. Make it so.
There's a lot more than just those 5 to do. Here's a decent listLast edited by MadGypsy; 06-18-2014, 11:07 AM.
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@iron
i actually have a WIP red enforcer too on my HDD.
i made it long ago along with the blue one i used as base for the blue quoth-enforcer
no clue what still needs to be done to it, but here it is
https://anonfiles.com/file/6cab4a6f7...4e1876b3c4a528.are you curious about what all there is out there in terms of HD content for quake?
> then make sure to check out my 'definitive' HD replacement content thread! <
everything that is out there for quake and both mission-packs, compiled into one massive thread
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just checked and the link works fine.
few days ago seven too had probs with downloading a file i gave him on anonfiles
here's link to same file on zippyshare: Zippyshare.com - red enforcer.zip.are you curious about what all there is out there in terms of HD content for quake?
> then make sure to check out my 'definitive' HD replacement content thread! <
everything that is out there for quake and both mission-packs, compiled into one massive thread
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you have to make .skin files for the model to tell it to use these textures for the model for the skin-number,
which in the case of the red enforcer of travail is skin2
its easy actually since i already made skin-files for the enforcer
open the pk3 i made for quoth-enforcers.
you can easily open it with winrar or winzip or any program which can open packed files, since the pk3 is nothing more then a zip-file with renamed file-extension.
browse to the progs folder inside the pk3.
there you will find enforcer.mdl_2.skin and h_mega.mdl_2.skin. copy those 2 files to your travail\progs folder
then open the skin-files with notepad or word or any text-editor.
then there in those files, replace the CAPITALIZED Y with a capital R on each of the lines.
EG the first line in enforcer.mdl_2.skin should say qenforcer,textures/Renforcer.tga
then copy all the textures in the rar i gave you to travail\textures and voila\
if you also wanna use my blue enforcer with travail, you also need to copy the enforcer.mdl_3.skin and h_mega.mdl_3.skin to travail\progs folder
and change the 3 in both file-names to a 1, and copy all the Benforcer textures to travail\texturesLast edited by talisa; 06-19-2014, 05:30 PM..are you curious about what all there is out there in terms of HD content for quake?
> then make sure to check out my 'definitive' HD replacement content thread! <
everything that is out there for quake and both mission-packs, compiled into one massive thread
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just did a power-up model which i could make quickly....
the trinity, which is used in maps like red777 and E1M5quothA
used a nail-model that seanstar made as base
DOWNLOAD TRINITY POWER-UP.are you curious about what all there is out there in terms of HD content for quake?
> then make sure to check out my 'definitive' HD replacement content thread! <
everything that is out there for quake and both mission-packs, compiled into one massive thread
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I was asking if you were making trinity, but I see you've just created it. It doesn't seem a very hard model to do, but anyway really well done and useful. So now? You'll create more stuff related to Quoth or also for other mods/maps (Abyss Of Pandemonium maybe, eheheh )
PS: Followed your instructions and enforcers works very well in Travail, very thanks!
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sure thing about help to get enforcer working in travail
yeah trinity was an easy model to do,
especially since i could just take one of the existing available nail-models and modify it to create the trinity.
no idea what to do next, perhaps the BobBot?
never really played AoP much myself. i do have it and played it a bit, but i unno why i stopped after a few levels.
prolly the fact it seemed to be pretty much all base-theme, and im not so big on the base theme myself.
prefer castles, temples, fortresses and caves and such.are you curious about what all there is out there in terms of HD content for quake?
> then make sure to check out my 'definitive' HD replacement content thread! <
everything that is out there for quake and both mission-packs, compiled into one massive thread
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flak-ogre just uses a modified version of the DoE multi-grenade ogre skin
so you could just use OoPpEe's skin for teamonster's model with it:
Z999.11-ROGUE__GL-ogre+multiG_ogre-OoPpEe__TM (update1).are you curious about what all there is out there in terms of HD content for quake?
> then make sure to check out my 'definitive' HD replacement content thread! <
everything that is out there for quake and both mission-packs, compiled into one massive thread
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just did another item which was quite easy:
the spikeball from quoth's deathlord
>NEW VERSION, CHECK FIRST POST<
model is the vore-projectile which OoPpEe converted from shambler's castle doom3-mod,
and texture is a brightened version of the texture from ruohis lavaball
.
EDIT: hmm while playing i just noticed this model this model is 2models in one,
using 2 frames, 1 for the each different model
EDIT2:just updated it! will look into making an HD-skin for the normal projectile soonLast edited by talisa; 06-21-2014, 07:42 AM..are you curious about what all there is out there in terms of HD content for quake?
> then make sure to check out my 'definitive' HD replacement content thread! <
everything that is out there for quake and both mission-packs, compiled into one massive thread
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just did the deathknight spike too!
went ahead and re-uvmapped it to fix horrible texture-stretching of original,
and then made an HD texture for the model
DOWNLOAD V1.2 WHICH INCLUDES HD TEXTURE FOR DKNIGHT SPIKE.are you curious about what all there is out there in terms of HD content for quake?
> then make sure to check out my 'definitive' HD replacement content thread! <
everything that is out there for quake and both mission-packs, compiled into one massive thread
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