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Go Back Home > Forums > Quake Mod Releases > Works-In-Progress > Authentic Model Improvement Search Forums

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Unread 05-10-2015, 12:08 AM   #461 (permalink)
Death Lord
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nice. not sure how i missed that. great addition!
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Unread 05-13-2015, 08:02 PM   #462 (permalink)
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FYI Don't feel bad OMC, I had the same issues. I tried multiple different things at the time, but nothing worked for me so I gave up.

Originally Posted by onemanclan View Post
Hi guys..

Has anyone successfully exported an iqm from this?

(I wasn't able to do it in time for the (AGR TF )Rock2ober movie part 2.. I can't export (Blender->iqm ) the skin/texture.. It shows up in Noesis as blank..)
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Unread 05-14-2015, 11:52 AM   #463 (permalink)
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I'm pretty sure I exported the player model from Blender as iqm one time, mostly to demonstrate it to someone. I forgot what the file was called though.
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Unread 10-05-2015, 05:27 AM   #464 (permalink)
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Originally Posted by xaGe View Post
FYI Don't feel bad OMC, I had the same issues. I tried multiple different things at the time, but nothing worked for me so I gave up.
Hey, re-reading this thread, I just realised I never posted my:

Absolute beginners guide to IQMs!
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Unread 02-13-2016, 05:17 AM   #465 (permalink)
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Authentic Model Pack updated with Skiffy's Shambler.

Authentic Model Pack v1.2a (1.24 MB)

Now includes:
- Rotfish fix by ijed
- Player/Grunt/Rottweiler models by capnbubs
- Knight model by Lunaran
- Knight Statue for DoE by Lunaran (model) and Seven (skin)
- [NEW] Shambler model by Skiffy


*UPDATE Feb 16*
The release had wrong files in it, sorry. Version 1.2a should include the proper models.

Last edited by NightFright; 02-16-2016 at 08:45 AM..
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Unread 02-13-2016, 09:14 AM   #466 (permalink)
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Skiffys shambler fits in perfectly with this pack, good call. Does anyone know if he has the source files? Cap'n bubs provided the blend files for his models, It would be great if the shambler came with source files as well (especially if they are rigged and animated)
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Unread 02-13-2016, 09:39 AM   #467 (permalink)
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skiffy mentioned in his own thread he might make an md3 version for darkplaces
http://quakeone.com/forums/quake-mod...tml#post163819
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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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Unread 02-14-2016, 05:39 PM   #468 (permalink)
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Hey guys

Had to actually make a new account cause I damned well forgot which email, account and password I had here, it's been so long. Anyway, the reason I'm posting is to ask how the heck do you get this pack to work with DarkPlaces? This is literally the only pack of monster replacement textures worth using imho, but I just can't seem to get it to work by just, say, putting it into my id1 folder and renaming it pak2.pak. Is there something really obvious I am missing or does this just not want to work with DP?
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Unread 02-15-2016, 02:26 AM   #469 (permalink)
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It should actually work with any port. It's just replacing the original models.

You have to make sure that the .pak files go into the correct folders (id1 and rogue, but if you leave the zipfile structure intact, you just have to unzip to your Quake folder).
Then rename pakz.pak in id1 to pak2.pak (provided there is no other file with that name already) and pakz.pak in rogue to pak1.pak.

It should really work after that. Unless you have other model replacements loaded which override these maybe.

In the meantime, the file is uploaded to Quaketastic, link above has been updated.
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Unread 02-15-2016, 08:04 AM   #470 (permalink)
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Yeah, it really should but it doesn't for me for some reason, which is totally crap cause these models are imho the only worthy replacements for the originals since 1996 :/ I do have custom models but not for monsters, dunno.. will try a complete reinstall or something.
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