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InsideQC Forums • View topic - Darkplaces: Retexture + Remodel Issues [MD5 check?]

Darkplaces: Retexture + Remodel Issues [MD5 check?]

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Darkplaces: Retexture + Remodel Issues [MD5 check?]

Postby Baker » Tue Feb 22, 2011 12:40 pm

I'm bringing this up as a serious, serious issue.

I know LordHavoc is a busy, busy guy. However, I am presenting this real issue for the idea queue. At in the last year there has been literally a super-mega-crapton of DarkPlaces retexturing and remodelling to the extent I have not been able to keep up [, sadly I could provide more without even saying the words "" ... it is a truely berserk frenzy]

Image

The problem of mixed .pk3 and texture sets is plaguing DarkPlaces in a massive way.

DarkPlaces really needs some sort of MD5 check for texture against the model or original texture or some other check to ensure that "Texture X" goes with "Model X" and not "Model Y". Newblars are running into mismatched model and texture pack .pk3 files like a plague and they really want to combine different stuff but that often leads to bad, bad results where some texture is replacing something for a model it is not meant for.

I'm just saying ... there is a literal army of DarkPlaces oriented retexturers and remodelers making stuff at a very rapid pace and this problem always crops up again, again and again.

[DarkPlaces may not be my favorite engine to play Quake releases, but interests in modding Quake is what is important, the flavor is immaterial. As an advocate of modding interests in the Quake community I am totally supportive of DarkPlaces modding efforts.]
The night is young. How else can I annoy the world before sunsrise? 8) Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
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Postby Spike » Tue Feb 22, 2011 3:49 pm

most model formats that DP supports, in fact every format other than .mdl, provides a field containing a path to an external texture.
if its meant to be compatible with original content, just use the same name for the original, otherwise models really should specify a somewhat unique path to their own unique textures.
you shouldn't expect to be able to specify a path-less texture name and expect it to never conflict with anyone else's texture name.

if you do stupid stuff like providing a model that specifies 'progs/shambler.tga' as a texture, you're an idiot. sorry, but that's how it is.
You should be using progs/shambler_fred.tga or progs/fred/shambler.tga or something like that.

This applies to any and every engine for which there are multiple content packs for.

Saying it should be hashed is meaningless, as the engine doesn't know which texture is meant to match which model. It just uses the names its given, and those names conflict. So use unique names!
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