Implanted Models/Sounds from the Rerelease Version of Quake in Quakespasm/Comparison with Originals

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Published on ● Video Link: https://www.youtube.com/watch?v=uIrhAsG9F6s



Quake
Game:
Quake (1996)
Duration: 18:18
759 views
10


You can still open the pak file from the new release of Quake by Nightdive, with PakScape. There are many 'enhanced' assets - models, sounds - in a pak, but newer models are made of MD5 format, which are for id Tech 4 engines.

So, these files must be converted to MDL format before they can be applied in the other source ports.
You can convert MD5 into MDL files using Noesis(https://richwhitehouse.com/index.php?content=inc_projects.php), if you want to do this work, follow this link below via Protox:
https://www.youtube.com/watch?v=u2DhsroPvGc
And check the comment section.

To add to that, Quakespasm does not allow model skins over 400px in height. Chthon and Shub-Niggurath's skin textures are 512px high, so you have to resize them.

Newer sounds have much higher sample rate(44KHz, 706kbps), actually the size of each files are much bigger than the originals(11KHz/88kbps). You can hear the difference in sound quality in the weapon comparison scenes. But in quakespasm, the default sample speed is 11025, so you have to change it correctly to make the right sound by using console the command, for example 'sndspeed "44100"'.
Also Quakespasm does not save sndspeed setting, make sure this command should be put into autoexec.cfg in id1 or whatever mod's folder you want.

If you extracted and converted them, gather files in the same name and path as the original and combine them into a pak in PakScape,
The file name should be have a number after the 'pak', for example, pak2.pak.

Anyway, this video is the result. All the scenes were recorded in Quakespasm and the same demo files were played for recording.







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