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Originally posted by IronWarfare View PostYou can download the pack here: https://www.dropbox.com/home/Abyss%2...ndemonium%20HD
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 PostPS: There is a problem with Aop2m2. I can't rename the textures in that map for unknown reasons
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.
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Originally posted by Seven View Postwell, 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.
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Originally posted by IronWarfare View Post...Which other engine is used for SP game? Qrack maybe?...
Hope this helps
MontyMr.Burns
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Originally posted by IronWarfare View PostThere is a problem with Aop2m2. I can't rename the textures in that map for unknown reasonsOriginally posted by IronWarfare View PostI'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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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
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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
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