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Thanks for explanation, Andrew, that's exactly what I see. Is there a reason some item models (i.e. armor) are not updated to MD5? It looks like a fairly straightforward solution to do this already exists (haven't tried yet) — https://www.youtube.com/watch?v=u2DhsroPvGc
Hey Andrew, would you kindly make it clear if replacement models are supposed to be ON or OFF in menu? For example new armor and weapon models are only visible when toggle is OFF, but it is ON in config.cfg by default!
Updated models of items and weapons only in MDL format (almost all weapons, read below). Turning the switch on and off won't help you.
Monster models in MDL and MD5 formats, as well as weapon models in the hands of the player "v_lava", "v_nail2", "v_shot2", because they are not buggy and are not replaced by other models. They look the same, but the models in MD5 format are more rigid and are illuminated a little differently, and also do not lose geometry during animation. In order for the models in the game to be in MD5 format, it is necessary to turn the switch to the "on" position.
Hey Andrew, would you kindly make it clear if replacement models are supposed to be ON or OFF in menu? For example new armor and weapon models are only visible when toggle is OFF, but it is ON in config.cfg by default!
Mod updated to revision 12.
Link replaced (not music tracks).
You did everything right. The correct remark about MAPS models. In the Play_Q modification, they have a texture size of 480x480 and do not have bright pixels and do not glow in the dark. The updated MAPS models have textures with a size of 512x512 and glow as the original ones should. The original models in the game are made as full-fledged maps in BSP format. Like all objects on the game map. The models in my build I converted models from MD3 ("DarkPlaces") to MDL format and renamed them in "*.bsp". They have the property of ordinary MDL-models, such as shadows and lighting. In the near future I will replace them in my modification and something else.
Vore is the second name of the Shalraf monster. See the difference in the "shalraf.mdl" models.
Unfortunately, I am not a modeler and I will not be able to change the Ogre model. By the way, this is not my model, but from "Q2021". I just modified its clumsy animation.
About the MDL and MD5 models.
MDL models are converted and simplified MD2/3/5 models and they do not have a skeleton and separate animation files. And their geometry floats like a candle flame and is distorted in each of the frames. MD5 models have a skeleton and look more rigid in shape and it is easier for them to change the animation. In "QSS", use the extra video options to replace models and you will see a big difference. The MDL model has only its own file, and the MD5 model has vertex file "*.md5mesh", animation file "*.md5anim" and texture file "*.lmp".
P.S.: To view MDL models, download Quake Model Viewer (QMV v0.5.0 alpha) or Quake Model Editor (QME 3.1).
Hey Andrew, another quick question regarding using your progs folder contents (if you happen to have a spare minute). There're several file formats there. Is it correct to copy just MDL models to replace TribalFX progs models or I will be missing something (like animations)? I don't know the difference between MD5, MD5ANIM and MDL models in Quake, sorry, and I don't have a handy map to test monsters to see differences easily. I trust your experience and attention to detail thoroughly!
Hey Andrew, that's an awesome write-up, thank you so much for attention to details! I followed this to the letter and 0.1U Fix 2 build of Play_Q now works even better and I understand better what I'm doing. I like your Ogre model (rerelease port) more than TribalFX's but it would be cool if you added skulls and amulet to it as an alternative (the design of TribalFX's Ogre is nice but the quality of the model is no match to rereleased fixed by Ash1980). I'm not sure what's wrong with new Vore (haven't found this monster to see myself) so for now I'll stick with your model too.
BTW I noticed the file size is of ammo and medkit models is different in Play_Q 11 Fix 1 vs "Alternative HD models of medkits, ammo and exploding boxes 02.03.2023" (https://www.quaddicted.com/forum/viewtopic.php?id=1350). The BSP files in the archive from "Alternative HD models of medkits, ammo and exploding boxes 02.03.2023" thread a slightly larger than those included in "Mod Play_Q_rev.11 FIX1 by Ash1980 (12.03.23)". I'm using larger files.
Thanks for additional explanation, Andrew, it's highly appreciated! You are correct regarding the flashlight bug. I have also found out the fish model should not be replaced in TribalFX since fish monster becomes invisible (at least in e2m3). I also got it regarding vkQuake, I'll see if I can come up with something to make it more straightforward since not many people are familiar with PakScape.
This is because I don't like the model of the new fish and the fact that it hovers in the water column when it is killed. So I disabled this model and use the regular version. But this is easily fixable if you only use models to modify the "Tribal FX U" version and do not use the "progs.dat" file. Just copy the models listed below to the "progs" folder and the new fish will become visible:
deadfish.mdl
fish_new.mdl
h_fish.mdl
gib-fish.mdl
Here is the command in the description of the modification file:
float_fish = 0
Disable floating dead fishes. Makes the fish go to the bottom of water after his death instead of float in his place.
float_fish = 1 is the default (floating)
Also pay attention to the ogre model files. In the original modification, this is a different model and it uses additional models of skulls. Other monster models can be safely replaced.
h_ogre.mdl
ogre.mdl
skull1.mdl
skull2.mdl
skull3.mdl
Tribal - New ogre model (and skin) with three skulls in the back and a big metal "Q" in the front. Plus a new ogre head model.
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.mdl
Tribal - 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
Thanks for additional explanation, Andrew, it's highly appreciated! You are correct regarding the flashlight bug. I have also found out the fish model should not be replaced in TribalFX since fish monster becomes invisible (at least in e2m3). I also got it regarding vkQuake, I'll see if I can come up with something to make it more straightforward since not many people are familiar with PakScape.
Thank you for clarifying everything! I will be using QuakeSpasm-Spiked with Play_Q assets and latest TribalFX 0.1U Fix 2 because vkQuake's performance doesn't play good with TribalFX 0.1U Fix 2. Hope Tribal releases source for TribalFX someday so Play_Q can benefit officially.
The only thing you won't have is additional monster drop-down pieces. I don't have the source files and I can't add anything to this mod. Another reason why I didn't use the mod version "U" is the flickering of the flashlight at a frame rate over 60. I told Tribal about this problem, but he didn't fix anything.
Oh, here's another thing! After VKQuake creates its config file, you can open my archive "pakXXX.pak", delete the QSS config file from there, resave it and you will have a new one resaved. I added a config file to the archive due to the fact that new "impulses" commands are written in it. When they are duplicated in the new config, the starter one will no longer be needed.
Thank you for clarifying everything! I will be using QuakeSpasm-Spiked with Play_Q assets and latest TribalFX 0.1U Fix 2 because vkQuake's performance doesn't play good with TribalFX 0.1U Fix 2. Hope Tribal releases source for TribalFX someday so Play_Q can benefit officially.
In the main message of the topic, I described all the changes in an abbreviated form.
As for your points:
1. you can do it;
2.you can do it;
3.you can do it;
4. YOU CAN'T DO IT! These are also HD-models and they will exclude the effect of the second point. VK Quake will crash with an error due to the large number of vertices in the model. You need to use simplified models from "pak0.pak" for VKQuake!
5. As you like. But by default, "zom_gif.mdl" has a "zombie blood" trail, not a "gib blood" trail. This is done because this is the same gib used in mod when dismembering monsters into pieces. And VKQuak does not support MD5 models, but only MDL format. You don't have to copy them.
And if you use QSS, then all the points are correct. Although points 2 and 4 have the same "maps-bsp" files.
Hey Andrew, back to QuakeSpasm-Spiked version of Play_Q. I attempted to convert Play_Q 11 Fix to TribalFX 0.1U Fix 2. Here's the result (the file will self-destruct after a while, I'm sharing so you could have a look, please see doc/readme.txt for the steps I did): https://pixeldrain.com/u/PHNHpfcU
My question is, would you kindly tell if I'm correct that only two things are missing in this update because progs.dat cannot be updated:
- fixed bugs with the position of nails when firing from the "nailgun";
- added dropout of weapons, swords, an enforcer's backpack, an ogre's saw and various limbs when tearing monsters to pieces (in the style of the "AD" mod).
I'm asking because I have been comparing to regular Play_Q version 11 Fix 1 and I could not find any differences except the mentioned. But only you know what changes you did to TribalFX itself!
OK, my bad, I tested PAK0.pak (renamed to PAK2.pak) in vkQuake 1.30.0 again and here's what the problem is: for some reason demo1 has purple flashes of Nailgun while the game itself doesn't! I mostly relied on demo1 previously in my testing. As of now the mod works as expected except demo1 (and probably other demos).
I have noticed an issue with config though: vkQuake won't remember video and graphics settings. This happens because config.cfg is present in PAK0.pak (PAK2.pak). Once I delete config.cfg from PAK2.pak in id1 folder, vkQuaker remembers settings. I think it's a bug worth investigating.
Oh well thank you for in-depth explanation, Andrew, I do exactly what you said and still have purple flashes if I use PAK2.PAK (re-downloaded and renamed from 12.03.2023 release for vkQuake revision 11 FIX1 for "VKQuake" engine), even in fresh release of vkQuake 1.30.0 (https://github.com/Novum/vkQuake/releases/tag/1.30.0). I have "r_particledesc "effectinfo"" in my autoexec.cfg. If I add particles folder and effectinfo.txt and k_spike.mdl from https://www.quaddicted.com/forum/viewtopic.php?id=1318 to the same id1 folder (which contains pak2.pak) I still get purple flashes. However! If I remove PAK2.PAK and only leave mentioned particles folder and effectinfo.txt and k_spike.mdl in id1 then the nailgun works as it should! My folder structure is exactly as you described. I guess since both of us are sure we're correct it's better to wait for someone else to test it and report if there's any issue specifically in vkQuake!
P.S. I have noticed performance issue in TribalFX 0.1U Fix 2 when used in vkQuake 1.22.3 and 1.30.0, i.e. I get a noticeable frame drop (from 60 to 42 in vkQuake 1.22.3 and from 60 to 51 in 1.30.0) in demo1 (in the very beginning when battling left ogre). QSS 0.94.7 has no frame drops.