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Qrack low quality models problem

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  • Qrack low quality models problem

    ok this one has been driving me nuts for about 3 weeks. when i load Qrack and use the low quality models which im not even sure how im doing it. the Red armor and the Green armor get switched most annoying. also the double barrel shotgun model is different but thats the one i want and how i want it. so how do i fix the armor from getting switched?

    another question. where are these models stored, i looked thru the pak files and i dont see any png or tga? are they hidden in the bsp and mdl or elsewhere?

  • #2
    Models would be in quake/id1/progs or quake/qrack/progs folder or the equivalent within the pak file, if that is where it is located.

    The model you refer to would be named g_shot.mdl. The external textures would .tga or .png, with names like g_shot_0.tga or g_shot_0.png and would either be located in quake/qrack/textures/models or quake/id1/textures models.
    Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

    So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

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    • #3
      thats why i am confused the g_shot_0.png in the qrack\texture\model looks nothing like the one in game, colors in game are brown and black mostly, colors in the png have blue in it?.

      not to mention how is the armor getting switched not only that but the one in the pack file is way different looking.

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      • #4
        for reasons i dont yet fully understand
        cvars
        gl_fb_models
        gl_fb_bmodels


        is triggering low quality skins and different models
        when this happens i am also missing the single barrel shotgun viewmodel
        i managed to fix the armor switching thing by replacing armor.mdl with one from joequake.
        also
        gl_loadq3models 1 seems to do nothing.

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        • #5
          1. Anything in the Qrack folder has precedence over the id1 folder.
          2. Anything in a pak file has precedence over files outside the pak file.
          3. .tga has precedence over .png files.

          My recommendation would be to put the gun model you want to use in the highest numbered pak file in the Qrack folder and convert the texture to a .tga (if you don't have a program then use this) and do the same. This assures precedence over anything else you have.

          /I know just about nothing about Qrack-only cvars, so I myself can't tell you much about why/how those are affecting what you are doing.

          By the way, if that is the Neogenisis double barrelled shotgun, that's an MD3 (not a regular Quake .mdl, despite the file extension). The texture goes in qrack/textures/q3models folder. And with md3, the texture name is determined by the md3 file, so whatever name it originally had like shotgunskin.tga must remain that, so don't rename it g_shot_0.tga because md3 is not a normal Quake model.

          /Having fun yet?
          Last edited by Baker; 09-15-2008, 10:29 PM.
          Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

          So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

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          • #6
            okay thanks for the info, ill keep trying.

            but whats interesting is i dont like the health box skins so i poked around the pak files and under map folder deleted b_bh10.bsp, b_bh25.bsp, and b_bh100.bsp and sure enough the old health boxes appear in game so its not just whats in the id folder and qrack folder and tga and png in pak files. some of the stuff and skins ive had trouble with are actualy embedded in other files like the mdl's and as i suspected bsp's. but i guess only rook would know exactly. i just thought an mdl had to have a tga or png to go with it or it would render a white model in game, i guess not. i am totally confused now.

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            • #7
              mdl has a skin bulit in to it, a pcx image... i have also found that it has to be lower than a certan size or it'll fuck everything up

              what your thinking of is an md3, wich is a model but has to have some kind of separate skin [ i think there are accsually ".skin" files used in q3]

              i would suggest using qme [ for mdl's] and QuArK [ md3s, and more] if you havent started so,

              it might help sove the confution ... or make it worse, depends on your thinking style

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              • #8
                okay metchsteekle thanks

                one more thing, whats good for bsp editing, viewing?

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                • #9
                  QuArK is a map editor as well, but if you are referring to the boxmodels i dont know how to open those because they arnt really map :\

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