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I created a "classic" (not shader driven) version of this ammo pack by request.
This gives the possibility for people, using different engines then DarkPlaces, to use it as well.
Be aware, that the boxes will lose the animation visual completely !
Due to various ways/standards in placing the models/textures (which subfolders), you must check your engines readme to find out.
Or ask the dev directly...
...it is told, that they visit quakeone from time to time
Minimum engine requirement for the "classic" pack:
- handling .md3 models
- handling .tga textures
- OPTIONAL: handling these texture types: _glow, _gloss, _norm
Slap this into your textures folder.
However the b_id1rocketbar.tga shouldn't be loaded at all due to the shader. Are you using these in a different engine? If so that would be the reason - it should be coming up with the spinning animation - I have the texture absent in mine and it works perfectly. The shader overwrites the texture with b_id1rocketbar_00,b_id1rocketbar_01,b_id1rocketbar _02 ect ect
I tried to simulate your issue but could not.
- tried several DarkPlaces builds.
- double-checked the content from my 2 release packs
The thing which is really wired is, that you only have an issue with the ID1 rocket.
That makes absolutely no sense.
If one shader work, then all shader must work.
Please do/check the following: 1.) Open the shader file in "scripts" folder with notepad.
Search for "b_id1rocketbar" (without quotes and without .tga).
You must find it.
a little below the animation, should be:
animMap 10 textures/b_ID1rocketbar_00.tga textures/b_ID1rocketbar_01.tga ... and so on (until _15)
Then it should work.
2.) Use another program to unzip my release pack.
I used classic WinZip to pack it.
Seanstar told me several days ago, that he experienced problems, when using 7zip.
Maybe that could be the reason.
I tried to simulate your issue but could not.
- tried several DarkPlaces builds.
- double-checked the content from my 2 release packs
The thing which is really wired is, that you only have an issue with the ID1 rocket.
That makes absolutely no sense.
If one shader work, then all shader must work.
Please do/check the following: 1.) Open the shader file in "scripts" folder with notepad.
Search for "b_id1rocketbar" (without quotes and without .tga).
You must find it.
a little below the animation, should be:
Then it should work.
2.) Use another program to unzip my release pack.
I used classic WinZip to pack it.
Seanstar told me several days ago, that he experienced problems, when using 7zip.
Maybe that could be the reason.
Slap this into your textures folder.
However the b_id1rocketbar.tga shouldn't be loaded at all due to the shader. Are you using these in a different engine? If so that would be the reason - it should be coming up with the spinning animation - I have the texture absent in mine and it works perfectly. The shader overwrites the texture with b_id1rocketbar_00,b_id1rocketbar_01,b_id1rocketbar _02 ect ect
Well I had checked the files lastnight. And they were all where they were supposed to be.
I tried putting that id1rocketbar.tga in textures, but thesame thing happened.
But!, I tried the DP build that was in Seven's post. Everything works now. It also fixed some trouble I was having with the reforged scripts and progs folder. The build from april 2010 would not load any of the reforged monsters either.
You know, I always recommend this DarkPlaces build to everyone who experience issues.
Just like you had.
And suprisingly it solves the issues for around 75% of the people.
This proofs, that the latest "stable" build should be avoided and that mentioned beta should be used.
Newer betas are available, but bring new issues (example: DP pretty water).
Thank god LordHavoc is on a very good path with his autobuilds from 2011.
They combine the good performance, new features and stablility.
I bet that the upcoming beta in february will be perfect
i really like the boxes Seven...worth the wait for sure
nice plasma ammo ooppee.
Aw ... I was gonna embed your video in a news post. Alas, I can't find the video in FireFox's history.
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 ...
Even though Seanstar's video was only a few seconds long he was moving around that gave a feel for the 3D feel of them in the map.
(And well, you kind of have the one box in the shadows and you can't see it very well, hehe )
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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