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ammo boxes in joequake
http://forums.runecentral.com/viewtopic.php?f=9&t=505
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Author:  Ankhgod [ Tue Aug 31, 2004 11:58 am ]
Post subject:  ammo boxes in joequake

Hi

Does joequake support custom ammo box textures? I have downloaded some skins for ammo boxes but don’t know what to do with them. The same applies to projectiles.

Author:  toyo_mr2 [ Wed Sep 01, 2004 1:14 am ]
Post subject: 

Put them in your "Id1/textures" folder. If they are compressed, of course uncompress them first.

toyo

Author:  Jozsef [ Wed Sep 01, 2004 6:19 am ]
Post subject: 

you can also put them into textures/bmodels/ folder.
And only .tga and .png images are accepted.

Author:  Ankhgod [ Wed Sep 01, 2004 11:26 am ]
Post subject:  filenames

I also don't know how to name the files. Where can I find this information?

thanks in advance

Author:  Jozsef [ Thu Sep 02, 2004 7:08 am ]
Post subject: 

check out the original names of the bsp's inside pak0.pak in the maps/ folder, and replace them.

Author:  Ankhgod [ Thu Sep 02, 2004 8:12 am ]
Post subject:  it didn't work :(

It doesn't work for me :(

I have renamed the pictures to b_shell0.tga, b_shell0.tga, ... and tried to put them into id1\textures and also joequake\textures\bmodels but it didn't work. I use tga pictures and joequake-gl. Do i have to make any other settings in the game?

Author:  toyo_mr2 [ Thu Sep 02, 2004 2:14 pm ]
Post subject: 

Ankhgod, give us the link to the textures you downloaded. I'll test to see if they are valid. The fact that you had to rename the files makes me wonder if they were meant to be used for the purpose you are attempting.

toyo

Author:  Ankhgod [ Fri Sep 03, 2004 4:05 am ]
Post subject:  the link

http://switch.to/qmodels
http://www.fileplanet.com/dl/dl.asp?/pl ... models.zip

If those files are invalid for joequake, where can I find proper ones?

Author:  Jozsef [ Fri Sep 03, 2004 3:32 pm ]
Post subject: 

sorry, I was wrong, the proper names are the following:

+0_med100.png
+0_med25.png
+0_med25s.png
+1_med100.png
+1_med25.png
+1_med25s.png
+2_med100.png
+2_med25.png
+3_med100.png
+3_med25.png
batt0sid.png
batt0top.png
batt1sid.png
batt1top.png
med100.png
med3_0.png
med3_1.png
nail0sid.png
nail0top.png
nail1sid.png
nail1top.png
rock0sid.png
rock1sid.png
rockettop.png
shot0sid.png
shot0top.png
shot1sid.png
shot1top.png
+1_box_top.png
+0_box_top.png
+1_box_side.png
+0_box_side.png
+0_med100_luma.png
+0_med25s_luma.png
+0_med25_luma.png
+1_med100_luma.png
+1_med25s_luma.png
+1_med25_luma.png
+2_med100_luma.png
+2_med25_luma.png
+3_med100_luma.png
+3_med25_luma.png
med3_0_luma.png
med3_1_luma.png
nail1sid_luma.png
shot1sid_luma.png

I think you can match the names now with the ones inside pak0.pak

In some names you may see "sid" and "top" strings. These indicate whether it's an image of the box's side or top.

The _luma's contain the fullbright texels.

Ask more if you're still gonna have troubles.

Author:  Capt. Howdy [ Fri Sep 03, 2004 8:11 pm ]
Post subject: 

The pak file can go to /joequake. Number it after whatever pak file(s) you have there. But I think these are .md3 because you get a progs error when you try to run it. Even though they are .mdl in the pak. You might want to try the md3 test version of Fuhquake or maybe FTEquake.
For Joequake or regular Fuhquake you can get the same ammo boxes (these work) with the Fuhquake installer:
http://www.fuhquake.net/download.html
And if you like the map textures, updates are found here:
http://www.quake.cz/winclan/qe1/

Author:  Ankhgod [ Mon Sep 06, 2004 6:01 am ]
Post subject:  Thanks!

Thanks for help. Now it works. I have used theFuhquake textures.

Author:  Canadian*Sniper [ Wed May 30, 2007 11:37 pm ]
Post subject:  Re: the link

Ankhgod wrote:
http://www.fileplanet.com/dl/dl.asp?/planetquake/quakeremodeled/ammobox_models.zip


Can someone tell me who made these md3 ammo boxes?

edit: answered. Neogenesis

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