Faithful model replacement pack for Quake (intended for modern sourceports, e.g. Quakespasm or Mark V) Revision #26 (Sep 10, 2021)
Installation:
1) Unzip the contents of this zipfile into your Quake installation dir.
2) Rename the "z" letter in the three "pakz.pak" files so they have the highest number in your "id1", "hipnotic" and "rogue" subdirs. [Example: Rename "pakz.pak" to "pak2.pak" if you just have "pak0.pak" and "pak1.pak".]
3) Load the game and enjoy.
Please find details about this release over on Github.
Sorry if this is a dumb question but does this also work with the new version of Quake by Nightdive? Or just those 2 sourceports you mentioned.
I don't see any reason why it shouldn't. You would have to turn off "Enhanced Models" (in Options/Display) in that case. Naturally, where we used MDL conversions from Quake Enhanced, you wouldn't notice major differences (Ogre and Demon might not clip into the floor any more, though). Otherwise, the new pickup items should still be used.
I would strongly advise against using our custom progs.dat files in Quake Enhanced, however. These might break general game functions of the Kex port.
Forgive my ignorance, but what application(s) do you use to open/edit/reskin a .mdl file?
I'm trying to change the skin of an enemy but all the tutorials are 10+ years old and most hyperlinks are broken.
From what I've gathered, you extract a model from the .pak file using something like Slade3. Now I have a .mdl file, but not sure what to do next.
I use qme.
its old, janky and difficult to use but it is the original program released by the guys at Id for editing mdls...
I make a clean Quake install with nothing but Quakespasm Spiked in the dir. I copy progs.dat and pakz.pak into the id1 folder and rename pakz.pak to pak2.pak (pak0 and pak1 being the base game). There are no other pak files but those. I launch the game and toggle on replacement textures and models, yet nothing is replaced in the game. It's all vanilla. It's so simple and should work but mine doesn't. Any ideas?
if you are using quakespasm. put the addon paks from here in their own folder in your quake directory. also copy any config files you'vein your main quake dir too...
lets say you called it fred for now.
then load quakespasm. go tothe console and type "game fred"
the game will kinda refresh.
then you will have engaged the paks as a mod. the game reads the folder as a mod you see. just carmack's little ideosyncracies...