just added the reworked weapon-models from Dwere(da werecat) to the list
http://quakeone.com/forums/quake-mod...tml#post169248
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Originally posted by Seven View PostLOL
Those conflict with each other.
Authentic Model Collection is also the reason for your armor texture misalignment.
I think I talked to you already about it.
Put the SMC just for fun into your id1 folderLast edited by Mugwump; 09-25-2016, 09:38 AM.
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Originally posted by bfg666 View Postdpwater_xolveedited-high
Originally posted by bfg666 View PostWeapons-down_no-norm-bump
Weapons-equip
Plus the pak file from NightFright's Authentic Model Improvement Collection v1.3
Authentic Model Collection is also the reason for your armor texture misalignment.
Originally posted by bfg666 View PostWhat did I do wrong?
So you have your explo boxes look like this:
But you want to have them look like this:
I think I talked to you already about it. Put the SMC just for fun into your id1 folder, restart your Quake and see if it is fixed
You will see that it is...
The SMC is not only a mod. It fixes almost all original Darkplaces bugs in Quake.
Read the readme.txt from SMC and you will see what needs to be done to fix your issue.
Chapter 4.) in the readme is exactly what you are looking for.
Regards,
Seven
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Thanks!
On an unrelated note, I'm having trouble with Ooppee's barrels. They're looking somewhat offset, hovering above the ground and apparently displaced in the XY plane as well in relation to their hitboxes (so I have to figure out where they really are despite what my eyes are seeing if I want to shoot them). Armors also look weird, with their texture shifted to the side.
Here's what I currently have installed in \id1:
deluxemaps_id1
DP-New_Teleport-V1.23_DP-new_Seven
dpwater_xolveedited-high
Inkub0-rtlights-2.0
Lava-W@_2013-05-04 FIXED
ooppee-barrels-with-shaders
QRP_DoE_map_textures_add-on_v.1.00
QRP_DoE_normal_map_textures_add-on_v.1.00
QRP_health_10and25andRuohis100_textures_plus_norma ls
QRP_item_textures_v.0.73_dp
QRP_map_textures_v.1.00
QRP_normalmap_textures_add-on_v.1.00
QRP_SoA_map_textures_add-on_v.1.00
QRP_SoA_normal_map_textures_add-on_v.1.00
shader-animated-b_boxes-ID1
Weapons-down_no-norm-bump
Weapons-equip
zzz FCZ glossy pack v1.2 id
Plus the pak file from NightFright's Authentic Model Improvement Collection v1.3, an effectinfo.txt by Seven, a bunch of HD texture packs and RTlights for custom maps, as well as Seven's particlefont.tga in \id1\particles.
What did I do wrong?Last edited by Mugwump; 09-25-2016, 05:55 AM.
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Blood Vengeance's "insomnia HD improved" pack contains a copy of it
http://quakeone.com/forums/quake-mod...-improved.html
.
or alternately, WebAngel has also made a gorgeous shader for blood:
http://quakeone.com/forums/quake-mod...n-liquids.html
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Hey Talisa, I was looking for DP-Pretty Blood but the link on the mod's page has been removed by IronWarfare and I don't see it here either. Do I have a chance of getting lucky?
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just addded the skies, hud icons for makke's armor, and plaque's by phineas to the list:
http://quakeone.com/forums/quake-mod...tribution.html
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Originally posted by talisa View Post@judicator
oooh... i thought the links that you posted were the broken links.
i didnt realize that you were giving me the updated links in your post
.
anyway, thanx again for pointing out those links,
ive updated the links with the new ones
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@judicator
oooh... i thought the links that you posted were the broken links.
i didnt realize that you were giving me the updated links in your post
.
anyway, thanx again for pointing out those links,
ive updated the links with the new ones
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Originally posted by talisa View Postive just edited the list for ID1 to add more stuff that seven linked
in his 'this and that' thread to the list so it can be found more easily
.
@judicator
i looked and im afraid i dont have a copy if the numbers & charsets by moondrunk
if someone here happens to have a copy of them,
please throw them my way in a PM and ill create a dropbox mirror for them
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ive just edited the list for ID1 to add more stuff that seven linked
in his 'this and that' thread to the list so it can be found more easily
.
@judicator
i looked and im afraid i dont have a copy if the numbers & charsets by moondrunk
if someone here happens to have a copy of them,
please throw them my way in a PM and ill create a dropbox mirror for them
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Originally posted by Seven View PostHello Judicator,
what talisa wrote is not quite correct.
In your screenshot you seem to have realtime lighting enabled, as the bboxes are casting shadows. Every bbox will be drawn according to the lighting then. It only depends on the diffuse textures brightness how bright they are in-game. Also "original bboxes from ID" will get dark. It only depends on the light property.
When you turn off realtime lighting every side of a bbox, independent if original or replacement will be lit equally. And Again: It only depends on the textures brightness how bright they are in-game.
That beeing said, you can change this behaviour in DarkPlaces & FTE to your personal likings:
Make bboxes brighter all the time and indipendent to realtime lighting. Or make them dark all the time and indipendent to realtime lighting.
Example screenshot from Ruohis bbox models in the dark corners of starting point map E1M3. It shows their regular visual and lit visual (achieved by a simpel shader):
Anyhow, you maybe have noticed that Ruohis“ models are not animated. While some original bboxes are. You can bypass all of the "brightness" trouble from above and even have them animated when you are using this bbox compilation.
It uses the same models as base and was developed to fix exactly those issues.
There are of course also many other HD bbox models available that are not listed in this thread if you want to try others as well....
Have fun,
Seven
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Originally posted by Judicator View PostOK then.
Talisa I've noticed that the links to moondrunk's stuff in the first post are broken, you may want to replace them with the working ones.
Conbacks: http://www.moondrunk.se/files/moondrunk_numbers.zip
Charsets: http://www.moondrunk.se/files/moondrunk_charsets.zip
Thanks for your work.
I'll look at making dropbox mirror when I return home thursday.
.
@seven
I am aware I might not have everything listed in this thread,
But ive already bumped the character-limit twice
to be able to add even more to the list I would have to go about splitting the ID1 list
over into A third post to be able to add even more stuff Like the models from your "this and that" thread
Ill look into doing that when im Back home and are able to be on A computer again
Currently on A tablet and the keyboard and functionality from this thing isnt good enough to do that
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Hello Judicator,
what talisa wrote is not quite correct.
In your screenshot you seem to have realtime lighting enabled, as the bboxes are casting shadows. Every bbox will be drawn according to the lighting then. It only depends on the diffuse textures brightness how bright they are in-game. Also "original bboxes from ID" will get dark. It only depends on the light property.
When you turn off realtime lighting every side of a bbox, independent if original or replacement will be lit equally. And Again: It only depends on the textures brightness how bright they are in-game.
That beeing said, you can change this behaviour in DarkPlaces & FTE to your personal likings:
Make bboxes brighter all the time and indipendent to realtime lighting. Or make them dark all the time and indipendent to realtime lighting.
Example screenshot from Ruohis bbox models in the dark corners of starting point map E1M3. It shows their regular visual and lit visual (achieved by a simpel shader):
Anyhow, you maybe have noticed that Ruohis“ models are not animated. While some original bboxes are. You can bypass all of the "brightness" trouble from above and even have them animated when you are using this bbox compilation.
It uses the same models as base and was developed to fix exactly those issues.
There are of course also many other HD bbox models available that are not listed in this thread if you want to try others as well....
Have fun,
Seven
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Originally posted by talisa View PostYeah thats how they're supposed to look.
The area they're in is dark, so the boxes become darker with the lighting.
Unlike the original ammo-boxes from ID, replacement ammo-boxes are NOT fullbright
Talisa I've noticed that the links to moondrunk's stuff in the first post are broken, you may want to replace them with the working ones.
Conbacks: http://www.moondrunk.se/files/moondrunk_numbers.zip
Charsets: http://www.moondrunk.se/files/moondrunk_charsets.zip
Thanks for your work.
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