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  • What weapon pack is that!?

    Hi. Me again xD

    https://www.youtube.com/watch?v=PxJ5vz7Gp0o

    I'm looking for the weapon pack that has the nailgun shown in this video. I am looking but can't seem to find it. That nailgun looks awesome.

  • #2
    This supernailgun is a variation of Plague´s weapon.
    There are several variations available, as Plague´s weapon pack was the most famous at that time. Everybody and their mothers used it back then. Use the "search" button in this forum to find some of them.

    If you want exactly the variation shown in your linked clip, you can download it from here: Steel Super Nailgun
    _KaszpiR_ is the person that modified Plague´s textures and released the "Steel" weapon pack. All other "Steel" version weapons are available here: Textures / Weapon

    _KaszpiR_´s "Steel" weapon downloads only contain the textures. You will need Plague´s model itself to use it. Download and find them in here: DM pack

    Comment


    • #3
      Thanks Henry! I'm having a problem though.

      I got the DM pack from your link, put the .pak file in the ID1 directory, fired up the game and the new weapon models are in there. Here's a screenshot.

      http://i.imgur.com/MVBy9vW.png

      Now according to the readme file in the DM pack it says if you're running Darkplaces (I am) you need to do all this:
      ---------------------------------------------
      "Other engines such as Darkplaces/Tenebrae use a different naming system for the 24-bit textures. In order to get the textures working with darkplaces you'll have to change the name of the .tga's

      1) Grab and install pakscape http://www.planetquake.com/maldavria/downloads.html

      2) Open up this DM pak and goto the "\textures" dir

      3) edit/rename the .tga's by adding ".mdl" before the "_0.tga"
      eg "armor_0.tga" becomes "armor.mdl_0.tga"
      eg "armor_1.tga" becomes "armor.mdl_1.tga"
      eg "armor_2.tga" becomes "armor.mdl_1.tga"

      If you don't do this the 24-bit textures won't load for the Darkplaces or Tenebrae engine and you'll be stuck with 8-bit textures"
      ---------------------------------------------

      But if i'm not mistaken, from my screenshot it looks like everything installed fine already, and I don't need to do all that lengthy, convoluted stuff. Is that correct?

      This brings me to the next part. I got the Steel Super Nailgun "skin" and it's install instructions in the readme say this:

      ---------------------------------------------
      Install - copy the 'quake' folder contents to your Quake install dir, doh. For some users it works if tyou put it in ezquake and not qw dir.
      One more note, force quake to load TGA files (ask on forums or irc, but AFAIR it should do it by default)
      ---------------------------------------------

      The problem i'm having is the zip file for the skin doesn't have a "quake" folder. I am pretty sure I only need the files located in the qw/textures/models directory of the zip file, but I have no idea where to put them...and they're .tga files, but all the files in my "glquake" directory are .ms2

      I tried placing them in there but that did nothing. Then I tried renaming them to .ms2 files but Windows 7 is retarded and doesn't actually change the file extension. They now just seem to be .tga files named "g_nail2_0.ms2" and "v_nail2_0.ms2" respectively...

      Not sure if properly changing the file extension would work, or if the glquake directory is the right directory. Basically i'm really confused, which sucks. I feel like something that should be so simple like adding a cool looking weapon to my game should never be this complicated or time confusing. It's frustrating, but I want to commit to getting this all done, and then when it is I will have my own ultimate modded quake setup and never have to do it again.

      One last thing, just to make things more complicated.

      I noticed the readme mentioned a "super duper rusty super nailgun in view weapon texture included in .psd"

      I made an image comparing the 2 from the .psd file. Check it out.

      http://i.imgur.com/xqPmZdg.png

      Left is not rusty, right is rusty obviously. I'd love to see how that looks in game. I don't believe I ever have anywhere, but unfortunately I lack the knowledge to add it in there.

      Sorry, I know this is long, but i'd love to know what i'm doing wrong here.

      Comment


      • #4
        Originally posted by Xombium View Post
        It's frustrating, but I want to commit to getting this all done, and then when it is I will have my own ultimate modded quake setup and never have to do it again.
        I think you still have a long and stony road ahead of you to get your "own ultimate modded quake". But you have the will and that is what counts.

        There is a saying: Even the longest journey starts with a single step.
        You should not want your Quake to become "ultimate modded" over night or with one step. If you want this, you should download and use one of those Quake HD compilations.
        In your other ("QRP or Rygel textures") thread you said you already downloaded them. And after some minutes you deleted them again. That already speaks for itself.

        It would be too much to write about all extensions, features, dependencies, prerequisites and naming conventions in one post. You should learn here to replace only the supernailgun, that you desperately want, with the original Quake supernailgun.
        Once you understand how that was done, you will know how other replacements work in general and can try out things. Please keep it simple and easy.


        First of all, there is an already "Ready to go" fancy Darkplaces weapon pack with Plague´s weapons. Which you can use once things get too confusing. But it has Plague´s original textures, not the "Steel" ones. Get it here: http://quakeone.com/forums/quake-mod...k-dp-edit.html
        It is the best Plague´s weapon pack especially converted for Darkplaces with special muzzleflash effects.


        This is what you want to do if you want to do it manually, and actually learn something by doing it. Rather than just copy and paste files, what will keep you from learn things by yourself:
        As mentioned in above post, you first need the original Plague supernailgun model, which you already downloaded via file: "DM pak.zip".
        If you just throw the extracted pak2.pak into your id1, you can already see the supernailgun in your game, just as you wrote yourself. But there are a LOT more models in that DM pak, that you do not want.
        So, move it out of your id1 folder again and use your pakscape to open that .pak file.
        Extract the file v_nail2.mdl from its progs folder into your Quake\id1\progs folder.
        That is all. Everything else inside the .pak is not needed.
        The Quake engine will use the texture which is included in the .mdl.
        Now get the "Steel" replacement texture from _KaszpiR_. Find it inside the zip file that you downloaded in: qw\textures\models. It is called: v_nail2_0.tga.
        Just as you said, Darkplaces has a special naming convention for .mdl texture replacements, so rename it to v_nail2.mdl_0.tga and put it into your Quake\id1\progs subfolder.

        Now you should have 2 files in your Quake\id1\progs folder. One model and one texture. The texture will override the texture (hidden inside the .mdl). That is all you need for the replacement you are looking for. Start your engine and you will see it.

        If you also want to have the spinning world pickup model, do the same for the g_nail2.mdl and texture.


        And to get the rusty texture, you have to use that one (but convert it to .tga first with your favorite texture editor) instead of the clean texture in the "Steel" texture download. Naming must be the same.


        You just made 1 step towards your "own ultimate modded quake"
        May many steps follow.
        Good luck.

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