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Arcane Dimensions -HD overhaul-
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work on leptis magna textures is coming along nicely.... just 51 textures left to go (80% done)
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That's a good idea, but never used google drive. I was thinking of using moddb.com: files stay "forever" and reach more people
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im almost running out of space on my dropbox too myself..... only have 1gb left, lol
maybe google drive would be an option? with google drive you get 15GB space,
and if you already have a google account you dont need to sign up for anything else
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I've got ready some HD textures packs, but my space on dropbox is almost finished. Can you host the AD texture packs I've uploaded on your dropbox? If it's not a problem of course.
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just throw it to me in a PM i guess, maybe you got some textures done that i didnt do yet
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I have an unfinished version, would you take a look at it? Maybe there's something useful, should I upload it here?
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just added obi-wan's HD shalrath model to the list, with 2nd skin by SS, and pink skin by me.
and i also added a set of skins for ID1 zombie by reforged, fraggers & ogro!
i also started on an HD texture-pack for Ionous' & Pulsar's "Leptis Magna"
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just finished fixing up the pendulums i previously made for rogue for use with AD

you can find link at start of thread under "HD models"
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ill see about editing the pendulums i made for rogue some time soon to make the versions used in AD,
which look like they are pretty much identical except for having the attachment piece at top
should hoefully be easy enough to add that one piece, since could litterally just add a single cylinder at top
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@enderandrew
DarkPlaces still uses the openGL renderer, so yeah......
not exactly a very modern render
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anyway.... i finished the texture-pack for Per Asperi Ad Inferi (AD_lavatomb)

as usual, find link to download in first post of thread
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like always, keep in mind that there are NO duplicate textures included...
so if you experience missing textures, make sure you have all previously-released texture-packs installed
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While Quake is quite old, I thought engines like Darkplaces used more modern methods. Maybe the lighting system will get an overhaul at some point.Originally posted by talisa View Post@enderandrew
for a modern game with a modern engine, the answer would be yes.....
but darkplaces is an old game which doesnt support such thing as a realtime sun and natural ambient lightning,
and automatically adding light-sources to lights in a map is impossible because most lights in quake are just brushes with a lamp-texture (beside the obvious torches)
so you need to add lots of small lights by hand to light up all parts of a map, which can amount to an absolutely massive amount of lights for a big map....
which can cause the engine to come to a crawl if its a big open map and a lot of lights are all visible at the same time
If some of the rtlights don't make sense in all AD maps, would it make sense to at least do some, or at least use .dlit files generated with something like hmap2?
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i personally use ruohis model for the player (which is also included with the SMC)

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before that i used the player-model by M00 & OoPpEe for a long time

http://quakeone.com/forums/quake-mod...n-choices.html
its a really great-looking model, but sadly its missing most of the death-animations -__-
so i switched over to ruohis player-model after finding out about the missing death-animations
OoPpEe also made a grunt replacement using the same model though, which is really nice
http://quakeone.com/forums/quake-mod...yer-model.html
the model and textures are delightfully creepy and the animations are great, like a limping braindead creepLast edited by talisa; 02-04-2017, 09:36 AM.
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Which model do you use for player? The model I used before this had graphical glitches
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i dont use capnbubs player-model..... but im sure some do like to use it,
so ive added them to the list
also..... i just made skins for ruohis grunt-model for AD

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@enderandrew
for a modern game with a modern engine, the answer would be yes.....
but darkplaces is an old game which doesnt support such thing as a realtime sun and natural ambient lightning,
and automatically adding light-sources to lights in a map is impossible because most lights in quake are just brushes with a lamp-texture (beside the obvious torches)
so you need to add lots of small lights by hand to light up all parts of a map, which can amount to an absolutely massive amount of lights for a big map....
which can cause the engine to come to a crawl if its a big open map and a lot of lights are all visible at the same timeLast edited by talisa; 02-02-2017, 02:11 PM.
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