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  • 1 maddening issue!

    I am using the latest build of DP. I'm also using SMC and the QRP textures. I've been tweaking the look and feel of the game for over a week now and I'm almost happy with how it's looking/playing so I can get down and actually play through it. I have 1 last problem that's driving me nuts. I have experimented with replacing the item bmodel textures with 2 or 3 different packs (QRP, ezepov's etc) and they look awesome but no matter which pack I use the "25 pt. med box" has these animated flashing lights/gauges while none of the other item boxes do ( ammo, 15 pt. med box) and It pisses me off...I want it to be static like all the other boxes. How do I stop the animations. I 've gone into all the pk3's and tried to figure it out but I dont know what files to delete?

    This is the animated 25pt. med box:


    This is the 15pt. static med box:


    I know it's a goofy issue but seeing those lights blinking makes me nuts. Why the heck do the 25pt. boxes animate but nothing else? I'd also like to recolor the 15pt. boxes to make them more distinguishable from the 25....but not sure what those textures are either?. I looked in the textures file for the packs..and they say "0_med25. 1_med25, 2_med25, 3_med25..or 0_med100..etc.

  • #2
    Load up WinQuake or GLQuake or FitzQuake or ProQuake. Type "map e1m3" in the console. Look behind yourself and to the left at the health box in the corner. You will notice it is animated (while the one next to it is not animated).

    The animated health boxes are the 25 health boxes and are animated even in WinQuake or original DOS Quake. The ones that do not animate are the 15 health box ones.

    The 25 health boxes are animated in the brush model itself, although I guess if you really hated that you could rename the replacement textures so that each animation texture was the same to de-animate it.

    At the same, the animation you are complaining has shipped out-of-the-box in Quake since 1996 ...

    [And this isn't not the only animated box model. Although not common on the earlier levels, I am rather certain that the large "cell boxes" are animated too but those only appear later in the game.]
    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
      More infos ..

      To de-animate the boxes:

      Take the first texture named 0_med25 and copy it N times as 1_med_25 or whatever. Essentially to you will want to overwrite every med_25 texture with the same texture over and over.

      Then all sequences of the animation is the same. And kapowie! No more animation.

      Well, actually, the animation is still there. It will be animating with the same texture again and again.

      [I was maybe a little overly preoccupied with the idea that a problem was attributed incorrectly to a modification, but hey it happens and maybe a better course of action is to accurately describe the solution. The animation sure is more noticeable in many replacement sets and perhaps exaggerated in appearance intentionally to be cool ... possibly at the expense of the intended subtly for the "it looks so cool factor" ... which is quite a legitimate complaint.]
      Last edited by Baker; 01-08-2012, 02:35 AM.
      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 ...

      Comment


      • #4
        Thanks Baker for the reply! In between me starting this thread and you replying I spent about 4 hours racking my brains trying to fix it...and Voila!...I figured it out. I opened up the texture file and sat and stared at all the pics of the 25pt. med box...and then I asked myself..."why are there 4 pics of the top and 4 of the side that all look the same?....Answer: they must be the frames of animation?...and if I remove 3 of them..and take the 1 leftover copy it 3 times and rename them to the ones I deleted maybe that will work?. And it did....just as you suggested. I also fixed the 100pt med pack too which was animated and I recolored the 15pt med pack as it was too much like the 25 and I made matching ammo icons for the HUD. I'm using an item pack by someone named Dimitry Ezepov...very talented..they look nifty (see pic). Haven't come across the large cell box yet. If I hadn't figured it out then your reply certainly would have helped.

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        • #5

          Hi

          not sure if you know, but i made a pack boxes by rouhis.

          http://quakeone.com/forums/quake-mod...dels-pack.html

          regards

          Sean


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          • #6
            Originally posted by papamac67 View Post
            Haven't come across the large cell box yet.
            For sure you can find the large cell box on E4M5.
            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 ...

            Comment


            • #7
              Geez Sean....just when I thought I was done and happy with my version of Q1 you have to point me to these boxes...and now I need to try these out. My preference for the med/ammo boxes is they should ALL either be animated..or ALL be static..not a mixture. Gunna install this and see. I guess with what I've learned this week I could actually figure it out myself if need be. PS...What weapon pack are you using? I've seen in a lot of screenshots of yours for your various mods you have very modern looking weapons and even some Doom 3 guns....would like to try those out too.

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