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Abyss of Pandemonium: new, improved and reforged!
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Corrected some rtlights, especially blinking lights in start map and aop1m2/aop1m2/aop1m3 (base maps) matching their vanilla AoP counterparts. I'm finishing to test them then RTlights are upgraded to v2.1 and put to upload
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About AoP source, I'm the most ignorant guy here, I think the only one who can provide it is someone behind team ImpelOriginally posted by smd View Postthanks very much, great work!
any chance to get the source code from "abyss of pandemonium"?
would be great!
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thanks very much, great work!
any chance to get the source code from "abyss of pandemonium"?
would be great!
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Fixed, thanks for reporting it!Originally posted by hgdagon View PostI don't need the soundtrack myself since I already have it, but for others... You soundtrack link points to Tabun Enforcer skin file. A simple copy/paste error, I presume.
As for the project, NICE! Looking forward to new stuff!
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I don't need the soundtrack myself since I already have it, but for others... You soundtrack link points to Tabun Enforcer skin file. A simple copy/paste error, I presume.
As for the project, NICE! Looking forward to new stuff!
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They already in .tga format. This is the weird thingOriginally posted by talisa View Postfrom experience with this same kinda thing, id say the cause is probably that your new norm and gloss-maps have JPG or PNG file-extension,
while the original ID textures by the QRP team all have the TGA file-extension.
darkplaces will load files in alphabetic order depending on file-name as well as file-extension.
so if it finds a TGA in one pk3 and a JPG in another pk3, the TGA will over-ride the JPG
because of the file-extensions, regardless of the load-order of the pk3's themselves.
.
simple solution: convert all your new textures to TGA
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from experience with this same kinda thing, id say the cause is probably that your new norm and gloss-maps have JPG or PNG file-extension,Originally posted by Blood Vengeance View PostThese textures got the same name as some base quake 1 textures but old texture appear behind it even if they have their own norm and gloss, quite weird.
while the original ID textures by the QRP team all have the TGA file-extension.
darkplaces will load files in alphabetic order depending on file-name as well as file-extension.
so if it finds a TGA in one pk3 and a JPG in another pk3, the TGA will over-ride the JPG
because of the file-extensions, regardless of the load-order of the pk3's themselves.
.
simple solution: convert all your new textures to TGA
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Thanks ArrrCee, and thanks for letting this thread go on news sectionOriginally posted by ArrrCee View PostThis is looking great, good job BV!
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I'm making a small update for texture pack, before uploading I want to resolve an annoying glitch:


These textures got the same name as some base quake 1 textures but old texture appear behind it even if they have their own norm and gloss, quite weird.
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Well I got a much better looking texture pack put together based more on yours. It's not perfect, but you be the judge. You can post them here if you want. Can't wait to see what the finished RTlights look like!
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