Originally posted by talisa
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the 'definitive' HD replacement content list!
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I don't know if this is the rite place to post this but here is an old HD reskin of mine for the original scrag/wizard mdl not a lot of real artwork to this one i Mostly just cut and pasted it together from pics i found onlineLast edited by quadrocket; 10-12-2016, 05:54 PM.
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Question: What's the bit depth of these _luma textures, 24 or 32? My main laptop's PSU is busted so I can't check it myself right now.
I know they're fully opaque, but I don't know if there's really no alpha channel in their files. I'm currently writing proper support for them.
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Sorry, I meant the _luma texture support in the engine, not the textures themselves.
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well of course it will look incorrectly if you try to use 32bit textures in an 8bit renderer
there's nothing wrong with the textures
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Here's a look at QRP textures in the 8-bit color software renderer I'm developing.
Luma textures still needs some improvement.
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Yeah I'm using QRP in a QS install (QS doesn't support bumps and norms) and it looks great. Plus, the QRP textures are faithful to the originals and there are packs for id1, MP1, MP2 and items. IIRC, the latter also includes stuff like conback, conchars and HUD icons.
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Talisa: Thanks.
bfg666: I'm not sure if they're optional, or if the textures will look bad without them.
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all QRP texture-packs are split into 2 parts
-main pack, with only diffuse and luma
-addon pack with normals and gloss-maps
:: Quake Revitalization Project :: Downloads ::
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@Mankrip Why don't you just delete the norms and bumps from the pack that you'd like to use?
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Is there a HD textures pack with only regular and _luma textures? I need textures without bumpmaps, normalmaps, and so on.
I've found a HD texture pack like this for the ammo boxes, but most of the packs for map textures seems to use bumpmaps and normalmaps.
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Originally posted by Seven View PostLet me tell you that those 2 latter ones will reduce your framerate significantly while replacement models will reduce your performance about 0.1%
You should decide for one or delete the models+textures from the other pack to be sure to avoid issues.
No, the issues you are experiencing with the explo boxes is replacement content related. It is independent to the explo boxes and can happen with any replacement. It is an engine cvar setting that the SMC fixes.
but to avoid other issues with falling items out of maps you should use all 3 of them in your autoexec.cfg.
Sorry for my bad english, I hope now I could express myself more clear now.
Thank you very much for taking the time to explain all this.
Cheers!Last edited by Mugwump; 09-25-2016, 05:31 PM.
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Originally posted by bfg666 View PostBut I like Ruohi's weapons! And I like NightFright's monster models! My rig is not powerful enough to replace all creatures with hi-poly models and keep a decent framerate, so I figured I'd go with these as they look much better than vanilla.
You say that your rig is not powerful enough to use replacement hi-poly models.
But you are using DP pretty water and realtime lighting.
Let me tell you that those 2 latter ones will reduce your framerate significantly while replacement models will reduce your performance about 0.1%
I am personally not a fan of high poly replacement monsters, as their animation are all worse than original monsters. I do not speak about capnbubs and Skiffys monsters here (as their animation is great) and their format is .mdl, but the others in .md3 format.
Originally posted by bfg666 View PostSo I should delete the armor and weapons from the AMC pack?
- weapon up
- weapon down
- Authentic Model Collection
then you have conflicts. Darkplaces fortunately only uses 1 model (see its loading order rules) but when it comes to weapon skins/textures you might get glitches if you do knot know how to handle them.
Originally posted by bfg666 View PostWhat about the ammo and megahealth boxes? I haven't seen anything wrong with these but they're also in the AMC pack.
- Shader animated bboxes
- Authentic Model Collection
You should decide for one or delete the models+textures from the other pack to be sure to avoid issues. For example: There was a guy who used the Rygel compilation + Shader animated bboxes and he had the issues that texture for the wrong model have been used in-game.
If you are not very experienced with replacement content usage it should be avoided to use multiple models with the same name in .pk3´s or .pak´s or even subfolders.
Originally posted by bfg666 View PostI don't remember any specific talk about Ooppee's barrels. About the SMC, yes, but not about the barrels.
Originally posted by bfg666 View PostAlright, alright, I hear you! I didn't want to install it just yet because I'm in the middle of beta-testing a whole bunch of RTlights and I didn't feel like delaying things by taking time to install and configure your SMC.
After reading chapter 4.) you will know that you have to enable some Darkplaces sv_gameplayfix´es to get rid of your explo boxes issue. And those are:
sv_gameplayfix_upwardvelocityclearsongroundflag "1"
sv_gameplayfix_setmodelrealbox "1"
sv_gameplayfix_droptofloorstartsolid "1"
Sorry for my bad english, I hope now I could express myself more clear now.
Best wishes,
Seven
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