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Anonymous /vr/11796348#11802325
6/15/2025, 5:00:22 PM
>>11802040
>make the flamer muzzle's edges not be composed of just a single pixel?
Better?
>Can the frame order be (pseudo)randomized in-code from the weapon logic QC file
You can't control weapon skin animations via QuakeC since they aren't entities. They just auto-animate according to the MDL data. Best you can do is switch to a different model that's the same but has a different texture.
>so that the interpolation feature of modern Q1 sourceports
Can't do texture interpolation outside of a port that can use Quake 3 shaders.
>that's why none of the Q1 mods work with it without being custom-compiled exclusively for it beforehand
You're thinking of Quake 2 Remastered, which has been transposed to 64-bit and requires mod DLLs to be 64-bit as well (and maybe some other stuff too, idk). Kex Quake 1 is just lacking expanded limits compared to modern ports, and doesn't recognize custom palettes.