Originally posted by bfg666
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You should have notice that the FootstepsPlusNewfirePlusNailposition fire is not made out of particles. It is made out of sprites. It is basically the dpmod fire which I extracted and put into a separate mod.
The SMC includes 3 different fire types (whichare also mentioned in the opening post as well as the smc_config.cfg):
- polygon fire (original Quake)
- sprite flames
- particle flames (looks best and are default)
You can select which fire effect you want via the smc_config.cfg.
But back to your old FootstepsPlusNewfirePlusNailposition mod question:
If you do not want to see the polygon flames inside the sprites, you can simply add the torch model without the flame part itself. That is an easy edit of the torch model (QME is best to use for this). It is called flame.mdl, you will find it in your pak0.pak progs folder.
But I suggest to simply use the SMC and disable all the features that you do not like.
Yes, you can disable as good as everything, so that all you have left are the particle effects and bugfixes for Quake. Loading times will be just like original Quake and you will not notice any difference else.
Originally posted by bfg666
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I can only encourage you to play around with the SMC (yes, also in fan-made maps) and get to know its features. Many of them are subtle, but bring some new playing experience and fun into Quake.
You can also disable all of its 14 new monster types individualy if you prefer to play with only original monster types or only with the new ones that you like. A screenshot of all monsters can be seen in the opening post of this thread as well as a description of almost all SMC features/bugfixes/extensions. You can even watch a youtube clip about all features in this channel
Originally posted by bfg666
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I didnt test that build thoroughly yet, but I believe its just fine. See if you like it...
Have fun with your Quake,
Seven
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