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Originally posted by bfg666 View PostI wanted to use your FootstepsPlusNewfirePlusNailposition mod on a DP install that doesn't have SMC but didn't want to extract the .zip in my DP folder, so I downloaded PakScape to make a .pak of it according to your instructions in the readme.
Well it works but it's causing some odd glitches. In the original Quake start map for example, torches still have the polygon flame rotating inside the particle flame. And the particle flame itself has a weird shape, a bit like a feather duster. Isn't it the same effect as the one included in the SMC?
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 View PostAlso, I've played a real map with it and it wrecked the audio: knights made zombie sounds, etc... And the sounds kept on building up and overlapping each other, like they were stuck in a sonic funnel of sorts.
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 View PostI'm using the 20140430 build, as instructed by Talisa.
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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Hi Seven.
Not sure where to post this so I figured I'll just put it here:
I wanted to use your FootstepsPlusNewfirePlusNailposition mod on a DP install that doesn't have SMC but didn't want to extract the .zip in my DP folder, so I downloaded PakScape to make a .pak of it according to your instructions in the readme.
Well it works but it's causing some odd glitches. In the original Quake start map for example, torches still have the polygon flame rotating inside the particle flame. And the particle flame itself has a weird shape, a bit like a feather duster. Isn't it the same effect as the one included in the SMC?
Also, I've played a real map with it and it wrecked the audio: knights made zombie sounds, etc... And the sounds kept on building up and overlapping each other, like they were stuck in a sonic funnel of sorts.
Any idea what this might be about? I'm using the 20140430 build, as instructed by Talisa.
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Hello insightguy,
There are no alternate weapon models in the SMC (also not in the SMC mission pack builds) by default. So I do not understand your question.
If you see alternate/different weapon models in your Quake, then you are using weapon replacement models. Simply delete them to get rid of them.
Regards,
Seven
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Originally posted by Seven View PostQuake1.5 is only a compilation of new weapon models.
You can use the SMC with every weapon model (original or replacement) !
As mentioned, every weapon model can be used with the SMC.
Yes, the author of the Quake1.5 weapon model pack doesnt seem to have a good insight of the SMC mod. His instructions in his readme are wrong and therefore will lead to black particles/decals when using other mods (such as the SMC).
Delete the "particles" subfolder in his .pk3 files to get close to what you are aiming for.
Best is to completely remove his "particles" and "effectinfo.txt" when you are using the SMC as they do not match.
The SMC has been updated several times since then anyway, so you want to use its new features and syntax blocks, dont you ?
Regarding the projectile & muzzleflash positioning to match the right sided weapon models:
The smc_config.cfg talks about them in detail and gives examples how to adjust them. If you need further help and assistance with it, feel free to ask. I will be happy to help.
Best wishes,
Seven
oh, and how do I disable the alternate models for the weapons in hypnotic and rouge?Last edited by insightguy; 09-18-2016, 07:14 AM.
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Originally posted by insightguy View PostSorry if this has been asked to death but could you upload a link to the "Quake1.5 meets smc" modification?
You can use the SMC with every weapon model (original or replacement) !
Originally posted by insightguy View PostCan you at least see if you can tell me of you remember what you changed in the config file as to make them compatible?
Originally posted by insightguy View Postshotgun and axe decals are black squares problem along with the required barrel adjustments
Delete the "particles" subfolder in his .pk3 files to get close to what you are aiming for.
Best is to completely remove his "particles" and "effectinfo.txt" when you are using the SMC as they do not match.
The SMC has been updated several times since then anyway, so you want to use its new features and syntax blocks, dont you ?
Regarding the projectile & muzzleflash positioning to match the right sided weapon models:
The smc_config.cfg talks about them in detail and gives examples how to adjust them. If you need further help and assistance with it, feel free to ask. I will be happy to help.
Best wishes,
Seven
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Sorry if this has been asked to death but could you upload a link to the "Quake1.5 meets smc" modification? if not, then can you at least see if you can tell me of you remember what you changed in the config file as to make them compatible? (shotgun and axe decals are black squares problem along with the required barrel adjustments)
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Hello Focalor,
Yes, that is the main idea behind the SMC: To be able to adjust Quake and all additional features to your personal likings / skills.
If you are focused on "special effects" mainly, then I can only recommend using the SMC v5.41 update.
Mainly because of these additions:
- Improved blood effects when shooting enemies.
- Animated HUD effects.
- Bleeding gibs may also catch your interest but it is not very spectacular
- Last but not least, v5.41 has the particle amount/quantity cvar defined for which the SMC was designed.
Important:
V5.41 has an updated smc_config.cfg, which you should use as base !
But you do NOT need to go through it all again and make your edits (as the smc_config.cfg is quite long) if you are using a diff tool. You only need to compare your personally edited smc_config.cfg from v5.30 with the default smc_config.cfg from v5.41
The diff tool will display both side by side and highlight all differences. You can easily add the new v5.41 cvars into your personally edited smc_config.cfg from v5.30.
A popular freeware diff tool is WinMerge for example.
WinMerge is an Open Source differencing and merging tool for Windows.
WinMerge can compare both folders and files, presenting differences in a visual text format that is easy to understand and handle.
I personally use Beyond Compare for coding and working all the time. It has some advances over WinMerge but it costs money.
WinMerge is absolutely enough for comparing 2 simple config aka .txt files.
Be also sure to use the new torch model, that can be found in the "This and That ..." thread.
It was created after v5.41 release and therefore is not included in it. I recommend to use a tilted torch angle of 15° instead of 20° with it.
I now also made a hanging overhead fire / light:
Have fun,
Seven
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Originally posted by Seven View PostSome people say that the realtime lighting feature is one of the most impressive feature from Darkplaces and that is what makes it stands out from the others.
Originally posted by Seven View PostPlease read the "backpack" feature in the smc_config.cfg. It speaks about "floating on water", "spinning", "shootable" and so on. cvar is enabled by default.
Originally posted by Seven View PostFirst of all, why do you use an outdated version ?
v5.41 update is the newest final (downloadable from the same link as v5.30). And v5.50 beta3 is the newest version (until today no bug reports).
Secondly, please do NOT rename the SMC files. Otherwise updates will not work. It is also written/described in the "update" versions.
Originally posted by Seven View PostShort answer:
The original Quake dog model has a horrible uv-mapping. Even with QRP replacement skin it looks totally out of place (especially the face). Capnbubs made an absolutely faithful replacement dog model which is better in every aspect compared to the original dog model !
His dog model is included in the SMC, as there is no reason to use the original dog model any longer. I suggest to delete your QRP dog skins and keep the SMC as it is.
The link to "Fraggers Quake Skins" is down in the Definitive HD Replacement thread, but I was able to find them on ModDB. I'll give em a try.
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Originally posted by Focalor View PostIf I've got "RT World" lighting OFF, is it necessary to keep these "gloss" "norm" "glow" and "luma" versions of map and model textures? Or maybe more specifically, could someone briefly explain what each of these types of textures are for?
Code:_norm.tga - normalmap (can have alpha channel with bumpmap height for offsetmapping/reliefmapping) _bump.tga - bumpmap (not loaded if normalmap is present) _gloss.tga - gloss map, also known as specular color map (the color of reflected light) _glow.tga - glow map (use _luma if tenebrae compatibility is a concern) _luma.tga - alternate tenebrae-compatible name for glow map (use one or the other)
By the way, also the _normal or _bump textures will not have much effect for you without realtime lighting or dlights. Some people say that the realtime lighting feature is one of the most impressive feature from Darkplaces and that is what makes it stands out from the others.
Originally posted by Focalor View PostLittle issue with SMC. At first, the SMC pk3 was using the backpack model contained in it instead of the backpack model I put in my "objects.pk3".
Please read the "backpack" feature in the smc_config.cfg. It speaks about "floating on water", "spinning", "shootable" and so on. cvar is enabled by default.
It needs a special model positioning/treatment for this feature, so I had to use a custom one. With the regular model, the backpack will not float correctly in water, etc.
So, if you want to use this feature, you need the included "backpack1.mdl" or modify another model that you want to use instead the same way as the included "backpack1.mdl" is.
I chose the included model as it is the best I could find.
Originally posted by Focalor View PostI renamed "Quake_V5.30_small-mod-compilation_Seven.pk3" to "aaa_Quake_V5.30_small-mod-compilation_Seven.pk3"
v5.41 update is the newest final (downloadable from the same link as v5.30). And v5.50 beta3 is the newest version (until today no bug reports).
Secondly, please do NOT rename the SMC files. Otherwise updates will not work. It is also written/described in the "update" versions.
Originally posted by Focalor View PostThere seems to be some kind of issue with the dog model now. I'm using the Reforged Bestiary pk3 too, so I guess what's probably happening is the dog model contained in the SMC pk3 is texture mapped differently and that's why the model is displaying the skin incorrectly. I've hunted through the smc_config and found the cvar "dog_extended_newmodel" and set it to 0. The most obvious solution is to simply remove the dog models from the SMC pk3. Is there maybe another cvar I'm not seeing that will work around having to delete anything?
Short answer:
The original Quake dog model has a horrible uv-mapping. Even with QRP replacement skin it looks totally out of place (especially the face). Capnbubs made an absolutely faithful replacement dog model which is better in every aspect compared to the original dog model !
His dog model is included in the SMC, as there is no reason to use the original dog model any longer. I suggest to delete your QRP dog skins and keep the SMC as it is.
Regarding the "dog_extended_newmodel":
This is a different model with extended features and has nothing to do with above point. Find a screenshot of the new extended dog in the opening post of this threat.
By setting this cvar to 0 will ignore that dog and only use the regular dog (which is Capnbubs model as explained above).
I suggest to use the 'Starter Kitīs' for monsters and weapons (included in the initial download).
It makes fully use of SMCīs multimodel/multiskin feature (have different models/skins for each monster type at the same time in a map for big variation. And you do not need to use only 1 model/skin but many different.) and adds special visual weapon features (please read readme.txt point 7. for more details).
Have fun,
Seven
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what you are getting is not an SMC bug, but it is what happens when you try using a skin made for the default dog-model with capnbubs dog model.....
capnbubs dog model is NOT compatible with textures made for the original ID1 dog model since it has a completely redone UV-mapping
.
the issue is related to the fact that capnbubs model is not an md3 but an mdl
and thus if any textures called dog.mdl_* are found, darkplaces will use them on the model.
if you have any textures called dog.mdl_* anywhere, delete them and the issue will dissapear
as the model will use the default texture thats embedded in the mdl itself
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Little issue with SMC. At first, the SMC pk3 was using the backpack model contained in it instead of the backpack model I put in my "objects.pk3". I renamed "Quake_V5.30_small-mod-compilation_Seven.pk3" to "aaa_Quake_V5.30_small-mod-compilation_Seven.pk3" to make it load first so that my objects.pk3 (and all other custom pk3's) would overwrite it, and that worked. However, there seems to be some kind of issue with the dog model now. I'm using the Reforged Bestiary pk3 too, so I guess what's probably happening is the dog model contained in the SMC pk3 is texture mapped differently and that's why the model is displaying the skin incorrectly. I've hunted through the smc_config and found the cvar "dog_extended_newmodel" and set it to 0. The most obvious solution is to simply remove the dog models from the SMC pk3. Is there maybe another cvar I'm not seeing that will work around having to delete anything?
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Alright, that's pretty cool. I'll probably end up keeping it intact then. I already had the Pretty Water in my main install of Q1. But I wasn't able to figure out to get the splash and ripple effects in water to work like what I saw in the Quake HD Pack. Now that I've got this SMC in there, it ripples and splashes properly.
But my other question still stands. If I've got "RT World" lighting OFF, is it necessary to keep these "gloss" "norm" "glow" and "luma" versions of map and model textures? Or maybe more specifically, could someone briefly explain what each of these types of textures are for?
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