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Go Back Home > Forums > Quake Help > General Help > DirectQ + 24bit custom player texture/skin? Search Forums

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Unread 08-17-2012, 10:46 AM   #1 (permalink)
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DirectQ + 24bit custom player texture/skin?

Can I use this http://www.quakeone.com/qrack/pakX.zip with DirectQ?

It contains these files....

player_0.png
player_0_pants.png
player_0_shirt.png
player_0_shirtbackup.png
player_1.png
player_1_pants.png
player_1_shirt.png
player_3.png
player_3_luma.png
player_3_pants.png
player_3_shirt.png

I tried using it as a Pak, no luck, tried ripping out contents of Pak and manually stuffing them in textures folder, no go :F
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Originally Posted by Mindf!3ldzX
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Unread 08-17-2012, 03:00 PM   #2 (permalink)
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isnt the naming of textures in crack different?

cuz i know that what you listed is the naming from darkplaces, not?

i dunno what the naming of textures in qrack should be, but i know its different then darkplaces naming
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Unread 08-17-2012, 03:19 PM   #3 (permalink)
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The Pak was designed for Qrack by r00k.(with a Q, crack is ghetto dope! lol)

I don't know who made it the replacement texture,I just know that r00k borrowed it, nor do I know anything about naming scheme's for replacement textures in each individual client.

I know,that DirectQ supports replacement ITEM / Map textures , so I am inclined to believe that DirectQ will support the replacement playermodel texture , too ! DirectQ is the engine in question, not Qrack/Darkplaces. :/
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Originally Posted by Mindf!3ldzX
This is dangerous,
Open up your head feel the shell shock!
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Unread 08-17-2012, 03:38 PM   #4 (permalink)
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She is right,you need to rename them to follow generic quake naming convention.
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Unread 08-17-2012, 04:12 PM   #5 (permalink)
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Originally Posted by bluntz View Post
She is right,you need to rename them to follow generic quake naming convention.
no clue haha.
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Originally Posted by Mindf!3ldzX
This is dangerous,
Open up your head feel the shell shock!
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Unread 08-17-2012, 05:12 PM   #6 (permalink)
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Unpak the original pak1 and look at how the textures are named,then change all the names in the qrack pak to the same manner.
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Unread 08-17-2012, 07:09 PM   #7 (permalink)
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Probably won't work; DirectQ uses a colormapping scheme for player skins that is damn fast but is also more about being fully compatible with the original engine than it is about adding support for this kind of setup. This is in line with the philosophy of "DirectQ isn't really a content-replacement engine".

On the other hand, if at least 2 other engines supported this skin replacement naming convention I'd be a little more willing to also support it.
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Unread 08-17-2012, 07:09 PM   #8 (permalink)
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The player skins are named as modelname_skinnumber.imageformat
DP uses modelname.mdl_skinnumber.imageformat
I don't think Dq has support for that but I'm not sure
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