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  • Model "bugs"

    Hey guys. I will make a private LAN soon and I want to play Quake with some friends. For that I want to use ezQuake v2.2 with HD models and textures.
    I installed the Quake HD pack from moddb ( Quake HD Pack mod - Mod DB ) and now I get white models in ezQuake.



    I think that's because of the gloss effect.. But I am not sure. Is there a way to use these models correctly (with working skins) in ezQuake?

  • #2
    You're using a HD pack on moddb geared toward Darkplaces so not surprised it won't run "out of the box" for you. From your screenshot it looks like it can't find the textures for those md3 models. I personally don't like most v_weapon remakes and prefer to use the Orion's original models debugged pak with Primevil's mdl texture replacements.
    Last edited by xaGe; 02-11-2015, 10:53 AM.

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    • #3
      For LAN play you don't need a Quakeworld client (ezquake is quakeworld). You might as well just use Darkplaces if you want that replacement pack.
      Scout's Journey
      Rune of Earth Magic

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      • #4
        Thx for quick answers. I know I don't need ezQuake... But from what I've seen ezQuake is really useful to play matches and it has a very good options menue. That's why I want to use ezQuake rather than Darkplaces.
        So.. Does anybody know where I can find the textures for these models and where I have to put them? Or should I just install other models to make skins work in ezQuake? .. and where do I have to put them? Also.. Is it possible to have these HD models in Darkplaces, but other models in ezQuake? Or is there only one folder for models and each "client" gets the models and skins from that folder?

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        • #5
          Every engine probably uses some different search paths for assets. I think Quakeworld engines have different ones than Netquake ones anyway.

          You'll have to ask the ezquake authors, or you can try asking at quakeworld.nu (a quakeworld forum), or you can hope that someone like Spike answers your question here, unless he's tired of ezquake.
          Scout's Journey
          Rune of Earth Magic

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          • #6
            furyaxsfigkjhn, when it comes to customization ezquake has almost unique features. You can adjust almost everything via simple config files. Even HUD layouts and much more.

            Unfortunately almost all Quake engines that support external replacement files needs them in different locations and with namings. Well, except the map textures. Those are handled most of the times identical. Naming is taken from original maps and wads. Mostly they have to be put into /textures subfolder.

            That is the reason why you cannot use a complete Quake compilation, which is strictly formatted for 1 single engine, for another one. Especially when it comes to dp compilations. Those include extras which is only usable in fte.

            But you can use replacements in ezquake. Even the ones from those crazy blingbling dp compilations. You need to change their namings and change their subfolders as mentioned below:

            Map textures =
            They dont need to be changed. Naming is identical and subfolder is /textures

            HUD textures =
            Only subfolder needs to be changed to /textures/wad. Naming is identical (as they are in original wads)

            Models =
            Weapons, monsters, items are all handled the same way. It depends on their format.
            MDLs =
            Naming: They are named foo.mdl. But textures must be named foo_0.tga (or png or jpg)
            Folder: into /progs
            Texture: into /textures
            MD3s =
            Naming: They can be named foo.mdl or foo.md3. Textures are named foo.tga (compare file naming inside md3 with original model name)
            Folder: into /progs
            Texture: into /progs

            ezquake supports pk3 files as well. If you want to sort your files.

            Downloading single replacement files of your choice rather than using those huge dp compilations makes more sense cause you will have a lot less pain to rename and move them for another engine. Choose your path wisely.

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            • #7
              Thanks a lot! Will try to get it to work

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