A shotgun and a super shotgun models with modern-ish looks
A shotgun and a super shotgun models with modern-ish looks, designed to be used with other weapon mods in similar style, like Quake 1.5.
Models are in MDL and MD5 formats.
Tested to work with Quake Enhanced (rerelease, KexEngine), QuakeSpasm Spiked, Ironwail, FTEQW.
This archive includes three variants of the mod:
./pak1.pak - for the vanilla game or a rerelease (Enhanced Edition)
./ad/pak3.pak - for the mod Arcane Dimensions
./alkaline/pak1.pak - for the mod Alkaline
Installation:
Unpack the pak.pak from this archive to a game or mod directory, so it looks somewhat like this:
Quake/modname/pak[number].pak
For example:
Quake/rerelease/id1/pak1.pak
Quake/id1/pak1.pak
Quake/ad/pak3.pak
Quake/alkaline/pak1.pak
If there is already a pak1.pak, rename a pak from this mod into pak2.pak, if there is pak2.pak, rename it to pak3.pak, and so on.
Most of Quake engine source ports require paks to be named starting from pak0.pak and numbered consecutively, without skipping numbers, that's why it is important to check names if something doesn't work.
The pak with the higher number overrides previous paks, so if you are using another mod that alters weapon skins, make sure to rename it, as instructed above, to be loaded in desired order.
Recommended console settings for lower weapon position:
For most of source ports (probably this is already set by default):
r_viewmodel_quake 0
For Quake Enhanced (Steam rerelease on KexEngine), since it doesn't support the commant mentioned above:
scr_ofsz 1
You need to type only one of these commands and stop when one of them works for you, no need to type both of them.
History:
Version 1 2022-11-20;
- initial release.
great look!
I can't get them to work with Quake 1.5
At first, refer to the description for getting a better understanding on how quake source ports load data by default.
I assume you are trying to combine this mod with Quake 1.5 from this site, and you use this pack:
Moddb.com moddb.com/games/quake/addons/quake-15-weapons-pack
Quake15/drop-in [RECOMMENDED] (usable with mods that don't modify weapon models)/classic ports (quakespasm, qbism, etc)/ID1/pak3.pak
As both mods replace the same models, you have to load mods in the right order to get Quake 1.5 loaded firts, and hXe shotgun afterwards.
So you drop both mods to Quake/id1 or Quake/rerelease/id1
And then you rename pak1.pak from this mod to pak2.pak, and pak3.pak from Quake 1.5 to pak1.pak.
The second problem may be using an engine that can load md5 models, like QSS, FTEQW or KexEngine, together with the Quake Enhanced pak0.pak.
As Quake 1.5 doesn't have md5 models, it will never override default weapons, so you need to disable enhanced models in KexEngine to see Quake 1.5 models, and in QSS or FTEQW you will need to remove md5mesh word from CVAR r_replacemodels
I got them to work, thank you for your help
I tried to do as you described, but even with disabled enhanced models (I'm trying to get it to work on rereleased one) the game just doesn't load it with 1.5 weapons pack.
edit:
Right, so I think I figured out why it crashes. I unpacked the Q1.5 weapons, and one by one tried to figure out if one of the particular weapons crashes the game. It has something to do with Rocket launcher, it crashes the game (in Dissolution of Eternity as well)
nice! are you planning to make more?
I really want to make a full pack of vanilla weapons. If I survive the war. Until then I simply can't afford to spend any time on things that take more than few hours to complete, because any day of my life might be the last one. So, I must spend my time on other stuff that bring me joy here and now.