Collection of all my Quake 3 mods

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
Post Reply
AndehX
Posts: 137
Joined: Fri Apr 10, 2015 10:48 pm

Collection of all my Quake 3 mods

Post by AndehX »

I have no idea if this is ok or not, but what the hell. I wanted to share these anyway, since I spent a considerable amount of time putting it together.
This is a collection of all the modifications I've made/ported to Quake 3. All mods have been done to improve the visuals, while staying true to the original Quake 3 style.
This pack is made for use with ioquake3. It makes use of materials as well as standard Quake 3 shaders. If you use this pack with the standard quake3.exe, I can't garuntee everything will work properly.

Here is a list of the mods I've done:

New Weapon models/skins (ported from Quake Arena Arcade)
New Weapon icons (ported from Quake Arena Arcade)
New Ammoboxes (skin by me/model from Quake 4)
New Health models/skins (ported from Quake 4)
New Armor models/skins (ported from Quake Arena Arcade)
New Menu gfx/sprites/font (made by me)
New High Definition HUD numbers (made by me)
New Announcer Sounds (ported from Quake 4)

There's probably other things in there that I've forgot to mention, give it a try and see for yourself.

Heres some examples of the weapons (bare in mind, these images don't show the normal/specular maps)

Bottom: Original Q3 skin
Top: HD skin.


ImageImage
ImageImage
ImageImage
ImageImage
Image

And here are the Armors:
Image

Hope you enjoy them :)

Download
AndyW
Posts: 848
Joined: Wed Mar 11, 2015 3:23 pm

Re: Collection of all my Quake 3 mods

Post by AndyW »

Wow. i really like your work on PG & YA ! :up:
Die Vitamine sind in der Dose gefangen!!!
v1l3
Posts: 822
Joined: Wed Apr 02, 2003 8:00 am

Re: Collection of all my Quake 3 mods

Post by v1l3 »

Thanks for putting these out! :D
m4xpower
Posts: 32
Joined: Wed May 20, 2015 8:40 pm

Re: Collection of all my Quake 3 mods

Post by m4xpower »

Nicely done! I'll test the addon with a few other Quake 3 clients and post some feedback, if you'd like :)
AndehX
Posts: 137
Joined: Fri Apr 10, 2015 10:48 pm

Re: Collection of all my Quake 3 mods

Post by AndehX »

m4xpower wrote:Nicely done! I'll test the addon with a few other Quake 3 clients and post some feedback, if you'd like :)
You can if you like, but I don't intend to tweak and fix things to work in different clients. I use ioquake3 and it works 100% in that.
Feel free to fix anything that might be broken in other clients yourself though.
v1l3
Posts: 822
Joined: Wed Apr 02, 2003 8:00 am

Re: Collection of all my Quake 3 mods

Post by v1l3 »

My weapons aren't looking as detailed as yours do in the pics you posted in that other thread. I'm running them in ioquake3, I was wondering what cvar settings I need to get that look? I noticed that there are .png's in the pk3, and I didn't even know that Q3 could read .png's
AndehX
Posts: 137
Joined: Fri Apr 10, 2015 10:48 pm

Re: Collection of all my Quake 3 mods

Post by AndehX »

you'll need the latest test version of ioquake3.
http://ioquake3.org/get-it/test-builds/
You need to activate the OpenGL2 renderer using the console command:
/cl_renderer opengl2; vid_restart
AndehX
Posts: 137
Joined: Fri Apr 10, 2015 10:48 pm

Re: Collection of all my Quake 3 mods

Post by AndehX »

v1l3 wrote:I noticed that there are .png's in the pk3, and I didn't even know that Q3 could read .png's
ioquake3 can read png's
v1l3
Posts: 822
Joined: Wed Apr 02, 2003 8:00 am

Re: Collection of all my Quake 3 mods

Post by v1l3 »

wow..those armors are amazing looking...nice work!
Last edited by v1l3 on Sun Jan 08, 2017 12:19 pm, edited 1 time in total.
V1979
Posts: 58
Joined: Tue Dec 23, 2014 7:00 am

Re: Collection of all my Quake 3 mods

Post by V1979 »

AndehX wrote:ported from Quake Arena Arcade
How did you succeed in cracking QAA packs?
AndehX
Posts: 137
Joined: Fri Apr 10, 2015 10:48 pm

Re: Collection of all my Quake 3 mods

Post by AndehX »

Those are good, but outdated, and don't look quite as good as the stuff I released
User avatar
Eraser
Posts: 19174
Joined: Fri Dec 01, 2000 8:00 am

Re: Collection of all my Quake 3 mods

Post by Eraser »

Cool. I downloaded 'em.
User avatar
Eraser
Posts: 19174
Joined: Fri Dec 01, 2000 8:00 am

Re: Collection of all my Quake 3 mods

Post by Eraser »

Wait, were these skins ripped straight from Quake Live/Quake 4 and put into a Quake3 pk3? I don't think redistributing those assets like this is legal.
User avatar
Eraser
Posts: 19174
Joined: Fri Dec 01, 2000 8:00 am

Re: Collection of all my Quake 3 mods

Post by Eraser »

oh and the ammo boxes show a missing texture.
AndehX
Posts: 137
Joined: Fri Apr 10, 2015 10:48 pm

Re: Collection of all my Quake 3 mods

Post by AndehX »

Not sure why theres any missing textures... I tried it with both standard Quake 3 and ioquake3 and didn't notice any problems.

Some stuff is directly from Quake Arena Arcade/Quake4, so it might not be legal, which is why I was hesitant at first to post it, but I figured if it wasn't allowed, then a mod could simply remove it.
User avatar
CZghost
Posts: 1943
Joined: Wed Jun 22, 2011 1:45 pm
Location: Czechia
Contact:

Re: Collection of all my Quake 3 mods

Post by CZghost »

Andeh, why you don't just make new models or why do you just not replace the skins and possibly shaders for the remaining models (like originaly you did)? Blender is absolutely free and it can produce MD3 model format if you download and install additional scripts for it. Alternatively you can make ASE models which can be easily converted to MD3 using Q3data (this is also the way ID software made all models for the game), the only one minus is that you might use command prompt.

If you have some money, you can buy Milkshape 3D that have direct convert to MD3 and other game model formats. You need first generate "Quake Control" file (*.qc) - a text file where you will include all model characteristic including model path (with the model name including extension, though - path/to/your/model.md3). There are also skinning properties: you might select one texture for each mesh in model (type all textures with *.tga extension, even if in jpg format)...

Best wishes ;)
[ Linktree | Twitch | YouTube | Instagram | Websites ]
When you feel the worst, turn to the sun and all the shadows will fall behind you.” - John Lennon
AndehX
Posts: 137
Joined: Fri Apr 10, 2015 10:48 pm

Re: Collection of all my Quake 3 mods

Post by AndehX »

I already own Milkshape 3D. It what I used to convert all the models.

I also have blender, but its a little too complicated for me.
User avatar
CZghost
Posts: 1943
Joined: Wed Jun 22, 2011 1:45 pm
Location: Czechia
Contact:

Re: Collection of all my Quake 3 mods

Post by CZghost »

Yeah, it has quite different controls, I undertstand :) I learn Blender, too :)
[ Linktree | Twitch | YouTube | Instagram | Websites ]
When you feel the worst, turn to the sun and all the shadows will fall behind you.” - John Lennon
Uleim
Posts: 4
Joined: Fri Dec 18, 2015 12:15 am

Re: Collection of all my Quake 3 mods

Post by Uleim »

nice guns, but, the lightning and railgun one are desync with the fire point (this is notable in thirdperson or playing with bots, etc)
I hope that you fix it! :)
Porto
Posts: 86
Joined: Tue Mar 03, 2015 9:52 pm

Re: Collection of all my Quake 3 mods

Post by Porto »

I wish someone would make a mod that ONLY changes the weapon skins, not the rocket explosions, sounds, plasma blobs and not the health and ammo boxes.
Though I'm ok with the armor change, it would be nice if that was optional too, but the health and ammo just don't fit and seem to be missing textures when you're more than 10 meters away from them.

Unfortunately I don't know how to do it or I would

EDIT: also the HUD changes aren't needed, I have an excellent mod for that: HQQ
[url=https://morituritesalutant.neocities.org/]my website[/url]
ZerTerO
Posts: 1
Joined: Tue Apr 11, 2017 5:49 am

Re: Collection of all my Quake 3 mods

Post by ZerTerO »

Hi @ all. I am the creator of High Quality Quake and The Unofficial Patch for Quake III Arena. The problem with "10 meters distance" is the missing medium (* _1.md3) and the low (* _2.md3) polygon version of the md3 files. How do i import and/or open the Quake Arena Arcade files? :question:

PS: Thank you @ Porto! <3
Post Reply