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  • Abyss of Pandemonium Improved

    New link: https://www.dropbox.com/sh/zwg02086p...P3Improved.rar
    Last edited by IronWarfare; 07-04-2014, 03:47 AM.

  • #2
    Link takes me to a sign up page not your download.

    Comment


    • #3
      Shit dropbox

      Comment


      • #4
        Originally posted by IronWarfare View Post
        well, I cant ...
        And dont blame dropbox for it.
        You have to create a public download link and publish that one instead of your personal connecting link.

        [EDITED]
        Now your download works


        Originally posted by IronWarfare View Post
        PS: There is a problem with Aop2m2. I can't rename the textures in that map for unknown reasons
        Do not give up too soon.
        As you know, here it is explained how to exchange textures without the necessity to open/edit the .bsp itself.
        You will restrict the supporting engines with this approach, but as far as I can read, you already limited the possible/supporting engines for your upload with your points 2, 3 and 4.

        Best wishes.

        Comment


        • #5
          I've been meaning to get around and play this. now i have a good excuse lol. thanks!
          My Avatars!
          Quake Leagues
          Quake 1.5!!!
          Definitive HD Quake

          Comment


          • #6
            Originally posted by Seven View Post
            well, I cant ...
            And dont blame dropbox for it.
            You have to create a public download link and publish that one instead of your personal connecting link.

            [EDITED]
            Now your download works



            Do not give up too soon.
            As you know, here it is explained how to exchange textures without the necessity to open/edit the .bsp itself.
            You will restrict the supporting engines with this approach, but as far as I can read, you already limited the possible/supporting engines for your upload with your points 2, 3 and 4.

            Best wishes.
            Uh I've never read that post, at time didn't have a PC to work with quake stuff. As for engines, I use DP, like 99% of people here, never used others except for Tenebrae almost 10 years ago and nobody here uses that. Which other engine is used for SP game? Qrack maybe? Anyway I'll try to rework the pack, since this is a first version.

            Comment


            • #7
              Originally posted by IronWarfare View Post
              ...Which other engine is used for SP game? Qrack maybe?...
              Proquake, DirectQ and Qrack are still quite popular for MP and SP gaming.

              Hope this helps

              Monty
              Mr.Burns
              "Helping to keep this community friendly, helpful, and clean of spammers since 2006"
              WWW: Quake Terminus , QuakeVoid You Tube: QuakeVoid
              Servers: Quake.shmack.net, damage.servequake.com

              News: JCR's excellent ctsj_jcr map is being ported to OOT

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              • #8
                this is harder than i thought lol.
                My Avatars!
                Quake Leagues
                Quake 1.5!!!
                Definitive HD Quake

                Comment


                • #9
                  Originally posted by IronWarfare View Post
                  There is a problem with Aop2m2. I can't rename the textures in that map for unknown reasons
                  Originally posted by IronWarfare View Post
                  I've tried that method for enabling HD textures and doesn't work. Perhaps if somebody can make me an example in the notepad. For example the texture sfloor_46 in original quake is called sfloor4_6. How I'd do the change?



                  Hello IronWarfare,

                  This is the list of aop2m2.bsp with differently spelled textures (compared to id1 textures):
                  Code:
                  edoor01    is Quake´s texture:   edoor01_1
                  emetal1_   is Quake´s texture:   emetal1_3
                  metalt25   is Quake´s texture:   metalt2_5
                  mmetal12   is Quake´s texture:   mmetal1_2
                  sfloor46   is Quake´s texture:   sfloor4_6
                  tlight12   is Quake´s texture:   tlight01_2
                  Window01   is Quake´s texture:   window01_2

                  This is the .shader file to replace the differently spelled textures with the id1 texture names, so you an use the existing higher res textures from QRP:
                  Code:
                  edoor01	 	// the name in the aop2m2.bsp
                  {
                  	{
                  	map $lightmap
                  	rgbGen identity
                  	}
                  	{
                  	map textures/edoor01_1.tga	// the original quake 1 name with the current location of the high res replacement
                  	tcMod scale 0.125 0.125 	// you MUST scale the new texture to match the old situation 
                  	rgbgen lightingDiffuse
                  	}
                  } 
                  
                  emetal1_ 	// the name in the aop2m2.bsp
                  {
                  	{
                  	map $lightmap
                  	rgbGen identity
                  	}
                  	{
                  	map textures/emetal1_3		// the original quake 1 name with the current location of the high res replacement
                  	tcMod scale 0.25 0.25 		// you MUST scale the new texture to match the old situation 
                  	rgbgen lightingDiffuse
                  	}
                  } 
                  
                  mmetal12	 // the name in the aop2m2.bsp
                  {
                  	{
                  	map $lightmap
                  	rgbGen identity
                  	}
                  	{
                  	map textures/mmetal1_2.tga	// the original quake 1 name with the current location of the high res replacement
                  	tcMod scale 0.25 0.25 		// you MUST scale the new texture to match the old situation 
                  	rgbgen lightingDiffuse
                  	}
                  } 
                  
                  sfloor46	 // the name in the aop2m2.bsp
                  {
                  	{
                  	map $lightmap
                  	rgbGen identity
                  	}
                  	{
                  	map textures/sfloor4_6.tga	// the original quake 1 name with the current location of the high res replacement
                  	tcMod scale 0.25 0.25 		// you MUST scale the new texture to match the old situation 
                  	rgbgen lightingDiffuse
                  	}
                  } 
                  
                  tlight12	 // the name in the aop2m2.bsp
                  {
                  	{
                  	map $lightmap
                  	rgbGen identity
                  	}
                  	{
                  	map textures/tlight01_2		// the original quake 1 name with the current location of the high res replacement
                  	tcMod scale 0.5 0.5 		// you MUST scale the new texture to match the old situation 
                  	rgbgen lightingDiffuse
                  	}
                  } 
                  
                  Window01	 // the name in the aop2m2.bsp
                  {
                  	{
                  	map $lightmap
                  	rgbGen identity
                  	}
                  	{
                  	map textures/window01_2		// the original quake 1 name with the current location of the high res replacement
                  	tcMod scale 0.25 0.0825		// you MUST scale the new texture to match the old situation 
                  	rgbgen lightingDiffuse
                  	}
                  }

                  Copy above text into a new .txt file and save it. Then rename the .txt file extension from ".txt" to ".shader". Create a new folder inside your aop2 mod folder and call it "scripts". Put your .shader file into this scripts subfolder and start aop2 as usual.

                  Be sure the higher res textures are either inside your mod´s textures subfolder or inside id1´s textures subfolder.

                  Best of luck,
                  Seven

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                  • #10
                    I'm working on it now. I hope it works. Thanks

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                    • #11
                      Argh!!! Now it works!! It was a stupid error (it was my fault), I'm too ashamed to tell which error was. Anyway thank you a lot! With this I can avoid to release the entire package. I'll delete the link.

                      Comment


                      • #12
                        there seems to be a problem with the switches when using your addon stuff:
                        [ame]http://www.youtube.com/watch?v=TZ9CxPJO6Zs[/ame]

                        one of the frames of the animation of the switches isnt replaced
                        .
                        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

                        Comment


                        • #13
                          Oh I know, I'm undecided on what to do:

                          1) replace it with standard hd texture
                          2) leave it non hd like in the original waiting for a new texture

                          Comment


                          • #14
                            id say replace it for now with a copy of +0basebtn
                            .
                            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

                            Comment


                            • #15
                              It will be updated very soon

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