I mean all of them. Is there a pk3 with them somewhere ? Here's the list:
Clan Members
Crusaders
Darkangel (Aidami female)
Bradamante (Human female)
Lionheart (Human male)
Furioso (B'Rakku male)
Aroa (B'Rakku female)
Strogg
Icarus (Aidami male)
Enforcer (Human female)
Gammy (Undead female)
Gladiator (Human female)
Paracyte (B'Rakku male)
Pagans
Warlokk (Aidami male)
Callisto (Human female)
Khan (Human male)
Deadeye (Undead male)
Gargouille (Undead female)
Intruders
November (Aidami female)
Punisher (Human male)
Gaunt (Undead male)
Morgan (Human male)
Whyrlwynd (B'Rakku female)
The Fallen
Abominator (Aidami male)
Sinister (Human female)
Stalker (Human male)
Neptune (B'Rakku male)
Ursula (B'Rakku female)
How to play vs clan bots from q3TA in q3a ?
How to play vs clan bots from q3TA in q3a ?
Last edited by Rake on Sun Dec 27, 2015 3:41 pm, edited 2 times in total.
Re: How to play vs clan bots from q3TA in q3a ?
You can't. The Team Arena bots are only available in Team Arena.
Re: How to play vs clan bots from q3TA in q3a ?
Not true, I have them: James, Pi, Fritz and Janet! I can't get the rest tho! But it's possible if I can get those!
Re: How to play vs clan bots from q3TA in q3a ?
The clan bots are built on such different scheme than regular match bots. Just notice that when playing CTF, 1FCTF, Overload or Harvester, you actualy play with different model than with FFA or Tourney model. The same works for clan bots, they are using differen models. Also looking to the TA's pack pk3's you might notice that all clan model use the same body models: James and Janet, there are only variations of heads that make the clan models completed. That won't work for VQ3.
To transfer these models, you might need to improvise and actualy convert clan models and its texturing to regular game models and its skins. This way you will need to make multiple copies of James' & Janet's torso and legs models and include the head models to it. Just remember that you must name the model by naming the model folder (for Ursula it will be models/players/ursula) and the file names of the models for head, torso and legs respectively are head.md3, upper.md3 and lower.md3 - keep that scheme in the mind.
The skins will have separated files for each model with the skin name after underscore: head_skinname.skin for head model, upper_skinname.skin for torso model, lower_skinname.skin for legs model - where skinname should be replaced by the actual skin name (maybe name it with the clan name for which the skin is used in original, so torso skin of Stroggs clan will be named upper_stroggs.skin). Also do not forget to include default skin (just skin named default), which would be a general skin or just choose clan skin which should be default... That will be skin used by default for the model.
Also player models should have red and blue skins, which are a bit problematic as the clan skins are already red and blue coded. That's why it makes these models unmoveable in its original state, TA use different skinning scheme than VQ3. I think you should choose default skin and copy its red skin for red and blue skin for blue. VQ3 always choose red or blue skin for teamed games regardless of your own skin choosed.
And for the end of the speach - that transfer can't be distributed as skins to download. If you really want to make these models available in VQ3, make it for your own personal purpose best. That material is still copyright protected and it's not recommended to bet on that id Software is an old game and it won't be monitored - that simply wouldn't be always true... So to avoid getting yourself into trouble by terms of copyright infridgement you should double check if you really want to risk that...
To transfer these models, you might need to improvise and actualy convert clan models and its texturing to regular game models and its skins. This way you will need to make multiple copies of James' & Janet's torso and legs models and include the head models to it. Just remember that you must name the model by naming the model folder (for Ursula it will be models/players/ursula) and the file names of the models for head, torso and legs respectively are head.md3, upper.md3 and lower.md3 - keep that scheme in the mind.
The skins will have separated files for each model with the skin name after underscore: head_skinname.skin for head model, upper_skinname.skin for torso model, lower_skinname.skin for legs model - where skinname should be replaced by the actual skin name (maybe name it with the clan name for which the skin is used in original, so torso skin of Stroggs clan will be named upper_stroggs.skin). Also do not forget to include default skin (just skin named default), which would be a general skin or just choose clan skin which should be default... That will be skin used by default for the model.
Also player models should have red and blue skins, which are a bit problematic as the clan skins are already red and blue coded. That's why it makes these models unmoveable in its original state, TA use different skinning scheme than VQ3. I think you should choose default skin and copy its red skin for red and blue skin for blue. VQ3 always choose red or blue skin for teamed games regardless of your own skin choosed.
And for the end of the speach - that transfer can't be distributed as skins to download. If you really want to make these models available in VQ3, make it for your own personal purpose best. That material is still copyright protected and it's not recommended to bet on that id Software is an old game and it won't be monitored - that simply wouldn't be always true... So to avoid getting yourself into trouble by terms of copyright infridgement you should double check if you really want to risk that...
Re: How to play vs clan bots from q3TA in q3a ?
But is there different botfile for the TA bots if they are so different from the regular bots ? Is it possible for them to play like they do in q3ta when imported to q3a?
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Re: How to play vs clan bots from q3TA in q3a ?
Yes, the botfiles are located in pak4.pk3, meaning you should have no problem with them.
Re: How to play vs clan bots from q3TA in q3a ?
Definitely not like in the TA, may the game cause errors when reading ununderstandable sequences in bot codes (for example TA items added to the code, additional chat features, etc.)Rake wrote:Is it possible for them to play like they do in q3ta when imported to q3a?
Good advice to you: go ahead and avoid any unstable changes by transporting TA player models to Q3A - first it's not made for Vanilla Q3 by original and may not be ported and used by VQ3 for various reasons. First is missing backward compatibility, the second is (mainly if you want to distribute) the licence of TA assets, they do not allow such changes and transportation and may be considered licence violation...
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- Posts: 199
- Joined: Sun Dec 06, 2015 3:38 am
Re: How to play vs clan bots from q3TA in q3a ?
czghost, the botfiles are ALREADY IN pak4.pk3...
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- Joined: Fri Jan 21, 2000 8:00 am
Re: How to play vs clan bots from q3TA in q3a ?
Upon first reading I thought the title of the post was suggesting grand theft auto NPCs being included in quake.
F1
F1
quake4legends