Last updated 23/03/2005
Deathmatch .mdl's for Quake 1, 8-bit(quake palette) and 24-bit skins...

armor.mdl
armor_0.tga
armor_1.tga
armor_2.tga

v_shot.mdl
v_shot_0.tga

v_shot2.mdl
v_shot2_0.tga

v_nail.mdl
v_nail_0.tga

v_nail2.mdl
v_nail2_0.tga

v_rock.mdl
v_rock_0.tga

v_rock2.mdl
v_rock2_0.tga

v_light.mdl
v_ligh_0.tga

g_shot.mdl
g_shot_0.tga

g_nail.mdl
g_nail_0.tga

g_nail2.mdl
g_nail2_0.tga

g_rock.mdl
g_rock_0.tga

g_rock2.mdl
g_rock2_0.tga

g_light.mdl
g_light_0.tga
g_light_0_luma.tga

b_g_key.mdl
b_g_key_0.tga

b_s_key.mdl
b_s_key_0.tga

grenade.mdl
grenade_0.tga
grenade_0_luma.tga

missile.mdl
missile_0.tga
missile_0_luma.tga

s_spike.mdl
s_spike_0.tga

spike.mdl
spike_0.tga

jbase.pcx
jbaseboth.pcx
jbasepent.pcx
jbasequad.pcx

=====Pimp=====

Models and textures by me - MonkeyRat 02/03/2005
Feel free to use them, but please don't claim them as your own. Or modify my models or textures at all.

monkey_rat@hotmail.com

http://www.optusnet.com.au/~plaguespak/
http://www.optusnet.com.au/~julianmorris/


=====Instructions=====

Make sure you have fuhquake, FTE Quake, or EZquake.

They're all contained in a pak file which you should know how to use!
But if you don't...
place pak file into "\quake\id1\"
Rename the pak file to pak"X".pak... Where X = a number chronological greater than the existing paks already in the directory, eg pak3.pak.
DO NOT REPLACE ANY EXISTING PAKs.


FuhQuake http://www.fuhquake.net/ or http://fuhquake.quakeworld.nu/ for more help etc

FTE http://fteqw.sourceforge.net/

=====Skins====

Some Povo-Hat inspired skins I did for Fuhquake. They're a hack job between the quake base skin and rogue base skin. Top and bottom colours still work on them, but they have the appropriate coloured weapon. jbase.pcx, jbaseboth.pcx, jbasepent.pcx, jbasequad.pcx

Chuck the following commands into Fuhquake for best results

teamskin "jbase"
enemyskin "jbase"
teamquadskin "jbasequad"
enemyquadskin "jbasequad"
teampentskin "jbasepent"
enemypentskin "jbasepent"
teambothskin "jbaseboth"
enemybothskin "jbaseboth"
baseskin "jbase"

=====Darkplaces=====

Other engines such as Darkplaces/Tenebrae use a different naming system for the 24-bit textures. In order to get the textures working with darkplaces you'll have to change the name of the .tga's

1) Grab and install pakscape http://www.planetquake.com/maldavria/downloads.html

2) Open up this DM pak and goto the "\textures" dir

3) edit/rename the .tga's by adding ".mdl" before the "_0.tga"
   eg "armor_0.tga" becomes "armor.mdl_0.tga"
   eg "armor_1.tga" becomes "armor.mdl_1.tga"
   eg "armor_2.tga" becomes "armor.mdl_1.tga"

If you don't do this the 24-bit textures won't load for the Darkplaces or Tenebrae engine and you'll be stuck with 8-bit textures

Darkplaces http://icculus.org/twilight/darkplaces/

Tenebrae http://tenebrae.sourceforge.net/


========QMB========

The latest version of QMB (Ver 1.17) with it's sexy particles has a similiar naming system like fuhquake. So you only have to move the textures into the progs dir,
ie move "armor_0.tga" from "pak2.pak\textures" to "pak2.pak\progs"

Oh you'll also have to temprary delete Neogenesis' models http://www.planetquake.com/quakeremodeled/
Goto "c:\\...\quake\qmb\progs\" temp delete all the models there EXCEPT flame.mdl, shell.mdl and shell_0.jpg

If you do all this my models will be seen with their 24-bit textures in QMB


QMB http://qmb.quakepit.com/

