More Quake Mod Highlights!

uqc

First up we have Defrag. Still a WIP and no public release yet (but you can request a beta vis his e-mail: tamb324@gmail.com ). The idea is to make 10 to 20 maps where you race from one of to another, with a visual theme inspired by “The Mirror’s Edge”. So because it’s not out for public viewing, no screenshots, sorry. The chatter at the forum is that it will…

New Armor

This one comes with a requirement: you need an engine (like Darkplaces) that supports skin replacement (armor.mdl_0.tga, etc).  For the life of me I couldn’t get the skin to work inside the .mdl file properly, so I gave up.   You can download the .zip file here: New Armor Zip    Just unzip to your Quake folder and run it as a mod.  It won’t replace an existing asset I already…

Important lesson learned here…

I said I’ve have an asset a day for QExpo 2016.  I honestly believed I could do it.  Even while on family vacation.  Then reality set it: time = my bad guy. Why is time my bad guy?  I can whip out a model pretty fast.  It’s my bad guy because I want to something not simple.  IE I could just be replacing key models & bolt models & say…

Quake Mod Highlights!

dbbase

Here’s the skinny on some mods with booths here at the QuakeExpo! First off we have TurboQ. This features some neat enhancements, like damage numbers (aka floating numbers) when you do damage to a baddie, weapon tweaks, weapon switching while reloading (awesome!), and even cooler, slow motion mode! You can do this whenever you want. You replenish your slow motion power by gibbing monsters or their bodies! Sweet!   Next…

Nemo Update….

I was at Walmart with the wife and noticed that Nemo has black on his fins.  Oopes.  So I fixed up the texture to have the proper color on the fins.  You can download the new zip right here: thf02, fish texture patched.

New Asset… Presenting….

Hey, here’s the new asset, a fish replacement… Nemo from Finding Nemo!  He’s a bit bigger then in the movie but, hey, it’s Quake.  🙂  Several days later then promised.  Now that I’m home I can chug out more assety goodness. Here’s a screenshot in Blender: Two shots in game (E2M3): The download: thf02  Extract to your Quake folder and it will make a new qexpo16 folder.  If you download…

First Asset!

The next asset might not show up until Monday from me because I’m driving all day, but here it is! Tarus Judge Shotgun replacement. Unzip this zip file: thf01 in to your Quake folder and it will make a new folder named “qexpo16” with the asset in the “progs” folder.  The Blender .blend file & texture are included.  I tested with Darkplaces engine.  Enjoy! Save

An Asset a Day!

Quake 2 Model Editor

One New Asset Every Day* So how will this be done?  AKA, Basic Quake Modding Tutorial! Step 1: Find the asset you want to replace.  In my case, I’m looking at mostly models.   To access the Quake .pak files use Pak Explore.  Load up Pak Explore, find your Quake/id1 directory & load up PAK0.pak, extract the PROGS folder.  Do  the same with PAK1.PAK.  Now you have all the Quake models…