Thank you Null really cool stuff, but how do I add them into QuarK? Wasn't as simple as importing that's for sure
You welcome. I've made an example map showing how to get started with custom models in Quark to realize your Quake 1 castle theme. It uses model_spawn entity to place them, and features instructions that will step you through the process of modifying and creating such model_spawn entities. It also includes various torches and examples replacing teleporters with custom models/sounds and also doors and elevators with custom start/mid/stop/reverse sounds. This way you can now assign proper sounds to different door types with unique characteristics, so you can even have them coming off as massive pressure shield doors (like the ones straight out of duke nukem space station). Also you can have elevators & teleporters sounding and looking like the ones in quake1, doom, or any other custom feel you might be after.
The following pack includes both text and image instructions to make it easier (starting point is instructions.txt)
Note: If your models show up fine in the editor, BUT they do not show up in the game after compile... here are some potential causes. Check that the "usermodel" path for the models is set correctly, ex: "bits/torch/tris.md2" in model_spawn as in the example and not only "3D Model path". Make sure that for Quark Add-ons configuration you have Q2_LazarusX.qrk set and not Q2_Lazarus.qrk, in order to directly launch quake/weapons on compile. Also make sure you have freshly extracted the weapons mod in quake2/weapons directory in order to have custom model support. In console you can always type the command "info" to check that you're in fact running from the correct directory with the correct mod files loaded. Alternatively you can start r1q2.exe directly. Then in console type: "game weapons" followed by "gamemap yourmapname" if Quark isn't doing the job. I suspect you might just not have the correct weapons version installed, so a fresh extract should fix that. Check Quark configuration that it points to the correct Quake 2 installation. Btw usermodel path should not include "models" in it, and just be shortened to "bits/torch.md2" not "models/bits/torch.md2"
More about compiling map overrides with custom models: