I have completed every level of Play_Q successfully, thanks Ash1980!
]]>Attention! The farlaf model in the Tribal modification has additional animation and the control file is not compatible with the model from Q2021. There will be wrong movements. Files need to be replaced:
h_shal.mdl
shalrath.mdlTribal - I made a breathing animation for the Vore model (shalrath)
In connection with the above, immediately after loading the level, be sure to open the console and see which files are missing, because they are not used in my build. For exmaple:
gib_explobox.mdl
laserlight.mdl
spark.mdl
Too bad Shalrath model of Quake 2021 cannot be fixed without quake.rc source of later Tribal versions, thanks for explanation.
]]>Hey Andrew, I replied in other thread regarding models. Do you say it is now possible to use 1024x1024 textures in QSS and KEX Quake Enhanced as soon as the textures are placed into LMP file? The Ogre looks sick.
Блин, ну дела...
This is just an example of using an HD-texture that I had, you can use a larger size. Use what you like.
]]>...I downloaded awful Dark Places Epsilon and tested models of guns in QSS after converting their textures. Grenade launcher is nice but texture is poor. Maybe you can improve the texture if you like (I like the animation) - https://pixeldrain.com/u/qjedLBYf Other guns are meh...
Done!
https://www.quaddicted.com/forum/viewtopic.php?id=1366
By the way! I was very surprised when I uploaded the HD texture to the file "*.lmp" 1024x1024x24bit for the MD5 model and it loaded wonderfully both on the "QSS" engine and on the "KEX Q2021" engine!
The conclusion is this. The "KEX Q2021" engine does not support external textures for maps, does not support textures over 480x480 pixels for MDL models, but contains any textures for MD5 models if they are placed inside the "*.lmp" file!
Here is a picture of an illustrative example:
https://drive.google.com/file/d/1AAO_ok … sp=sharing
I downloaded awful Dark Places Epsilon and tested models of guns in QSS after converting their textures. Grenade launcher is nice but texture is poor. Maybe you can improve the texture if you like (I like the animation) - https://pixeldrain.com/u/qjedLBYf Other guns are meh.
Do I understand correctly I cannot use textures larger than 512x512 in QME? I tried larger but height resets to 512 always.
]]>... Hey Andrew, do you happen to have this model?
What model? A grenade launcher or a grenade? To be honest, they are in any HD build of "Quake Epsilon" for "Dark Places". But these models are in MD3 format.
]]>https://www.quaddicted.com/forum/viewtopic.php?id=1217
I quote the text:
WARNING: Due to the fact that the game does not allow you to change the size of the archive "pak0.pak", then no files can be deleted from it, you can only rename them! Disabling any files was done by me by adding a dash to the file name. To include the file back, you need to remove the dash at the end of the file name and overwrite the archive "pak0.pak". If the archive "pak0.pak" has a size other than 175,868 KB, the game will not start. Disabled and renamed only those models that additionally have MD5 format and are guaranteed to overlap with the modified models in MDL format and will not allow them to be activated (archive "pak1.pak"). Additional archives "pak1.pak" and "pak2.pak" can be changed as you like and allow you to add and delete any files.
Hey Andrew, do you happen to have this model?
Unfortunately it makes pak0 incompatible with Quake Enhanced.
I have also tried using md5anim file with converted md5mesh (I used Noesis to convert updated armor.mdl) but I got the missing bone error as you stated before.
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