For QSS only (?) - sourceport should support external entities file.
Tested in:
Quakespasm Spiked win64 dev 11.08.2022 - OK
Quakespasm 0.95 - not working!
Hello, great compilation of textures here! Is there a package with all the textures combined into one, or do I need to browse all 9 pages to download all the texture packs and updates individually?
[quote=qazzaq]I know one project of compilation all things in one place.
Link is on post #196
Afraid You must to get rid of all redundant in it.[/quote]
Interesting models of boxes. Oddly enough, but I have never seen such. I have a large collection of them. Unfortunately, none of the programs have opened “*.mdl” models of boxes. I used the following programs: q1mv / qme3.1 / Noesis.
When I renamed the extension models “.mdl" to ".bsp”, then they were opened by the Noesis program. Surprisingly, the models also work in reverse! I didn’t know about it! But the only downside is that “*.bsp” models don’t light up like regular models and they don’t have shadows.
I usually renamed the models “.mdl" to ".bsp” and copied them to the “maps” folder and they had the right lighting and shadows.
The “complex” pickup boxes initially introduced by Sock in ITS mod so far in 2011 and RRP team some later in 2014. For vanilla campaign it were created by NightFright at 2015-2021:
So, why not create them for other (lovely) mods?
Renaming .bsp to .mdl were borrowed by me from someone who already make it before and I know that it work fine.
Otherwise, .bsp has some difference from .mdl
Thanks for the reply. I always snap to zero in the coordinate axis. I forgot to write about it.
To be honest, I converted all the models from Q2021 in parallel from this team and without even knowing about their work, except for the heads. And then for more than 4 months I redid the clumsy animation of Night Dive studio manually frame by frame in a Blender.
Many times I threw ideas and my developments to the Night Fright user, sent him by mail so that he could use them in his pack, but he ignored it all. As a result, I posted all my works here. There are more friendly and responsive people on this forum.
Can you make models of laser nails, multi rockets and plasma for “Scourge of Armagon” (rogue)? So that their textures are separate and not as part of the models for RRP and Alkaline?
Tell me, why is the location of the models on the X and Y axes of the standard “ID1” different from “Alkaline” and “RRP”? There is a significant offset of coordinates. I thought that was it"*.bsp" the models are arranged identically in space - the zero point in the center.