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 Post subject: ammo boxes in joequake
PostPosted: Tue Aug 31, 2004 11:58 am 
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Joined: Tue Aug 31, 2004 11:49 am
Posts: 7
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.


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PostPosted: Wed Sep 01, 2004 1:14 am 
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Posts: 198
Put them in your "Id1/textures" folder. If they are compressed, of course uncompress them first.

toyo


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PostPosted: Wed Sep 01, 2004 6:19 am 
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Location: Hungary
you can also put them into textures/bmodels/ folder.
And only .tga and .png images are accepted.


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 Post subject: filenames
PostPosted: Wed Sep 01, 2004 11:26 am 
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I also don't know how to name the files. Where can I find this information?

thanks in advance


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PostPosted: Thu Sep 02, 2004 7:08 am 
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check out the original names of the bsp's inside pak0.pak in the maps/ folder, and replace them.


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 Post subject: it didn't work :(
PostPosted: Thu Sep 02, 2004 8:12 am 
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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?


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 Post subject:
PostPosted: Thu Sep 02, 2004 2:14 pm 
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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


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 Post subject: the link
PostPosted: Fri Sep 03, 2004 4:05 am 
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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?


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PostPosted: Fri Sep 03, 2004 3:32 pm 
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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.


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 Post subject:
PostPosted: Fri Sep 03, 2004 8:11 pm 
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Posts: 22
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/


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 Post subject: Thanks!
PostPosted: Mon Sep 06, 2004 6:01 am 
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Thanks for help. Now it works. I have used theFuhquake textures.


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 Post subject: Re: the link
PostPosted: Wed May 30, 2007 11:37 pm 
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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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