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Go Back Home > Forums > Quake Mod Releases > Finished Works > Shader-Animated b_boxes Search Forums

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Unread 02-06-2011, 04:59 PM   #41 (permalink)
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Check in your textures folder
b_batt0 (and _luma, _glow, _norm ect)
b_batt1 and same
b_nail0
b_nail1
b_shell0
b_shell1

and delete them. Looks like you have a pack previously installed and those textures are taking over. Pk3's are loaded first, then followed by what's in your folders.
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Unread 02-07-2011, 01:42 PM   #42 (permalink)
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Originally Posted by ooppee View Post
Looks like you have a pack previously installed and those textures are taking over. Pk3's are loaded first, then followed by what's in your folders.
Thanks! Another pk3 with ammo was the reason, somehow missed it :-)
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Unread 02-17-2011, 11:44 AM   #43 (permalink)
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sorry for bein a pain but ive tried every thing mentioned in this forum and cant seem to get them to work. either there is no change, or the boxes are gray, or they just look like a shadowy sad sad far cry from the pics that have been posted. no idea why, tried multiple dp releases, multiple clean installs and once again every idea already posted. any thoughts?
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Unread 02-17-2011, 12:25 PM   #44 (permalink)
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Tried installing with the newest DP build and a 100% fresh install - NO other pk3's?
Should work by simply dropping in the id1 folder and rogue folder. I did have issues prior like Mancubus where there was another file conflicting (in my case a couple tga's in the textures folder instead of a pk3 file).
Also ensure you do not any have bsp models in the maps folder (b_battxx.bsp ect)
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Unread 02-17-2011, 01:35 PM   #45 (permalink)
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Hello kreaper,

(we had contact a while ago in the Reforged thread because of spinning models issue)

Until now we managed to make it work for everyone.
OoPpEe and I will try hard to help you too

As you already mentioned, you made clean installs (with no other pk3īs or extra folders) already and used different DP builds ...

Usually the next thing I always recommend is using my config.cfg temporary.
Suprisingly in many cases it helps. (dont ask me why)
Maybe you give it a try too.

You extracted the .zip it with winzip, right ?
And put only the ID1.pk3 into your folder:
Quake\ID1


One more idea:
Please try the CLASSIC pack (link is in 1st post too).
This one has no shaders, so we can see if that is your problem.
Put the id1.pk3 from the classic-pack.zip into your folder:
Quake\ID1
(of course dont use the shader-pack simultaneously then)

Always start Quake via "darkplaces.exe" (which is in your Quake folder directly).
No shortcut or batch file or extensions (like -dpmod) or something.


Thatīs all I can think of at the moment.
Please reply and tell us your progress.

Kind regards,
Seven
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Unread 02-17-2011, 01:38 PM   #46 (permalink)
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lol my issue was fixed if you notice from my Shamblers Castle models topic - my screenshots are using default world textures - cleaning up my folders and nicely sorting into pk3's

In short ensure you are doing a actual 100% Fresh install. Not a backup folder (or ack! a torrent).
A fresh install should have your maps folder and textures folder empty. So ensure they are then place his pk3 in (and only that pk3) and see then.
Darkplaces executes things like this: .pak, pk3 then folders last.
So you may have the pk3 in the right spot but by simply having a file outside the pk3 can cause it as it "overwrites" the previous files. Example:
qdemon.tga - in my shmblr-cstl.pk3 - normal skin
qdemon.tga - in my /textures folder - blue skin

When I play - the Fiend/Demon will be blue. I could make 1000 different skins and put it in the pk3 - he will remain blue. So my suggestion was just to ensure your maps and textures folder are empty - also make sure you DON'T have a shaders folder either as a fresh install will never have it.
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Unread 02-17-2011, 02:03 PM   #47 (permalink)
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Originally Posted by Mindf!3ldzX View Post
a reminder, I don't know if you guys recall but I recall the NIN logo being a small-subject of discussion in how it constricted the quakeone community's ability to release a "free" version of Quake,due to Trent Reznor would release hell hounds and demons to come kill us for using the logo,or something like that.



it just popped into my head,thought I would bring it up just incase it matters or could matter,at a later time.
As long as we hold the logo sacred to the nail boxes theres nothing legal being broken. In fact any free promotion of it should be welcomed. It's Only an issue of royalties if the logo were used in a
product that was not free.
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Unread 02-23-2011, 12:46 PM   #48 (permalink)
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Originally Posted by Seven View Post
Hello kreaper,

(we had contact a while ago in the Reforged thread because of spinning models issue)

Until now we managed to make it work for everyone.
OoPpEe and I will try hard to help you too


Seven
thank you seven and ooppee for the quick reply. ill try those things sometime soon (hopefully later tonight) and i think that it might actually be a conflicting issue now. anyways gonna figure it out stuff looks great def worth it. thanks again
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Unread 03-04-2011, 11:51 PM   #49 (permalink)
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oh THE ROCKET AMMO !!
I think i might have made sticky pants on accident...
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Unread 04-17-2011, 09:20 AM   #50 (permalink)
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Originally Posted by Seven View Post
[b]I would be happy if you give some Feedback. Thank you.
Kind Regards,
Seven
Some of the models animate while others don't.
Any ideas?

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