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Abyss of Pandemonium: new, improved and reforged!

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  • Blood Vengeance
    replied
    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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  • smd
    replied
    Originally posted by ezzetabi View Post
    Do anyone tried to decompile the dat file?

    i tried with frikqcc27, but it doesnt work with windows 64bit

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  • vegetous
    replied
    Thanks!

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  • ezzetabi
    replied
    Do anyone tried to decompile the dat file?

    Leave a comment:


  • Blood Vengeance
    replied
    Originally posted by smd View Post
    thanks very much, great work!

    any chance to get the source code from "abyss of pandemonium"?
    would be great!
    About AoP source, I'm the most ignorant guy here, I think the only one who can provide it is someone behind team Impel

    Leave a comment:


  • smd
    replied
    thanks very much, great work!

    any chance to get the source code from "abyss of pandemonium"?
    would be great!

    Leave a comment:


  • Blood Vengeance
    replied
    Originally posted by hgdagon View Post
    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!
    Fixed, thanks for reporting it!

    Leave a comment:


  • hgdagon
    replied
    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!

    Leave a comment:


  • Blood Vengeance
    replied
    Currently trying to make skill selection textures

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  • Blood Vengeance
    replied
    Originally posted by talisa View Post
    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,
    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
    They already in .tga format. This is the weird thing

    Leave a comment:


  • talisa
    replied
    Originally posted by Blood Vengeance View Post
    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.
    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,
    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

    Leave a comment:


  • Blood Vengeance
    replied
    Originally posted by ArrrCee View Post
    This is looking great, good job BV!
    Thanks ArrrCee, and thanks for letting this thread go on news section

    Leave a comment:


  • Blood Vengeance
    replied
    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.

    Leave a comment:


  • Pringles Man
    replied
    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!

    Leave a comment:


  • ArrrCee
    replied
    This is looking great, good job BV!

    Leave a comment:

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