by Gunter » Thu Sep 29, 2016 5:25 pm
Ok, if you have a modern Quake client that supports vis files, all you need to do is download these vis files from Quakeone.com and place them in your Quake\id1\maps\ folder:
http://quake-1.com/docs/utils/visfiles_ ... 1_maps.zip
Of course, I recommend Fitzquake Mark V, which supports the vis files and lots of other things... though it's not got as much eye candy as Darkplaces.
http://fvfonline.com/fitzquake.php
Second option (and probably the better choice) is to actually patch your Quake PAK files directly to vis the maps correctly. It's not hard; just grab the id1vis utility from QuakeTerminus:
http://www.quaketerminus.com/tools.shtml (second from the bottom of the Utility section).
It says it's for GlQuake only, but that's because there were no other 3D accelerated Quake engines back then... and only GlQuake could make the transparent water effect (I should update that note...). It's not actually dependent on the Quake engine -- it alters the map files inside the PAK files directly, which will make the transparent water work properly for any modern Quake engine.
You just run that sucker and let it do its job, and it will vis the hell out of your PAKs.
Then your water should be all hunky-dory.
Oh, there is one other option that can work, but it's a hack and can harm your FPS. That is typing: r_novis 1 in the console.... If you use either of the more-correct methods above, you should make sure r_novis 0 is set instead.
Ok, if you have a modern Quake client that supports vis files, all you need to do is download these vis files from Quakeone.com and place them in your Quake\id1\maps\ folder:
http://quake-1.com/docs/utils/visfiles_go_in_quake_id1_maps.zip
Of course, I recommend Fitzquake Mark V, which supports the vis files and lots of other things... though it's not got as much eye candy as Darkplaces. http://fvfonline.com/fitzquake.php
Second option (and probably the better choice) is to actually patch your Quake PAK files directly to vis the maps correctly. It's not hard; just grab the id1vis utility from QuakeTerminus: http://www.quaketerminus.com/tools.shtml (second from the bottom of the Utility section).
It says it's for GlQuake only, but that's because there were no other 3D accelerated Quake engines back then... and only GlQuake could make the transparent water effect (I should update that note...). It's not actually dependent on the Quake engine -- it alters the map files inside the PAK files directly, which will make the transparent water work properly for any modern Quake engine.
You just run that sucker and let it do its job, and it will vis the hell out of your PAKs.
Then your water should be all hunky-dory.
Oh, there is one other option that can work, but it's a hack and can harm your FPS. That is typing: r_novis 1 in the console.... If you use either of the more-correct methods above, you should make sure r_novis 0 is set instead.