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Fixing armabody.mdl

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  • Fixing armabody.mdl

    I'm at the moment working on an update for UQE Quake. UQE's code is pretty much vanilla engine design, I haven't deviated from the original code much.

    Now the problem I'm having and I'm hard-pressed to figure out a proper fix for it.

    The endboss in Quake1 MP1, it seems like the entity is made up of two MDL models: the body and the legs. Only the legs are rendering. At first I thought its a bug I introduced, but it seems like the official Steam-released GLQuake and WinQuake is displaying the same issue. This rules out a bug I introduced, but it also rules out a GLQuake-specific issue, since WinQuake also doesn't render the body.

    I did some further testing and I've noticed that armabody.mdl indeed gets loaded, but it doesn't get rendered.

    So my next thought was it could be a bug in the QC causing the issue, but I got that ruled-out too, because with the same PAK files, using the old DOS Quake, it actually does render properly.

    Do anyone have any idea why and how to fix this and what I should look for?
    http://www.jacqueskrige.com
    http://twitter.com/jacqueskrige
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    https://plus.google.com/112626039826785974740/

  • #2
    Originally posted by Korax View Post
    At first I thought its a bug I introduced, but it seems like the official Steam-released GLQuake and WinQuake is displaying the same issue. This rules out a bug I introduced, but it also rules out a GLQuake-specific issue, since WinQuake also doesn't render the body.
    How so?

    c:\quake\winquake.exe (dated 3/22/1997 -- original WinQuake)

    c:\quake\winquake.exe -game hipnotic
    > Console --> "map hipend"

    And I see the full body and legs.

    see hipend.jpg attached below for screenshot ...
    Attached Files
    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
      I've tried the Steam release.
      I've used -hipnotic to start the game.

      Let me re-test swopping out -hipnotic with -game hipnotic

      Could you run a similar test on GLQuake?
      http://www.jacqueskrige.com
      http://twitter.com/jacqueskrige
      http://www.facebook.com/jacqueskrige
      https://plus.google.com/112626039826785974740/

      Comment


      • #4
        Screenshot for glquake below ... (8/26/1997 0.95 glquake)
        Attached Files
        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


        • #5
          Thanks for the shots.
          Its obviously showing on the official builds.

          I think the next test I should do is building from the original source and see if it shows up differently. The official builds are slightly older than the GPL code. Maybe something got broken when it got GPL'ed, or I broken something I'm unaware of in my codebase. I'll write here the results.
          http://www.jacqueskrige.com
          http://twitter.com/jacqueskrige
          http://www.facebook.com/jacqueskrige
          https://plus.google.com/112626039826785974740/

          Comment


          • #6
            Hello Korax,

            I am no coder and this is just a shot in the dark.
            But maybe you need Quake source newer than 1.0 to get the mission packs to run properly.

            As far as I remember mission pack 1 brought it to 1.07 or 1.08 and mission pack 2 even was 1.09.

            And since winquake was released 3/22/1997 and glquake even later, can run both mission packs smoothly, as the mpīs were released earlier.

            Anyway, good luck.

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