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  • Missing monster models when using HD content

    I am trying to troubleshoot missing monster models during play.
    I don't see any errors in the console, except for eyes.mdl (invisibility powerup?)

    I modified an existing HD pack and as a result have got a lot of HD content installed in \id1\, \hipnotic\, \rogue\, \bbelief\ and \themyths\.

    I'm also using SMC 4.5 and multiskins from those two posts:

    http://quakeone.com/forums/quake-mod...mpilation.html

    http://quakeone.com/forums/quake-mod...sters-smc.html

    I have edited id1\autoexec.cfg, hipnotic\autoexec.cfg and rogue\autoexec.cfg accordingly.

    Now I get problems, such as the Vore/shalrath model not showing up in \themyths\ -- it is invisible. I don't understand what is going wrong in this case.

    When I run "darkplaces.exe -hipnotic -game themyths", is the engine loading all the id1\*.pk3 *.cfg *.pak, then all the hipnotic\*.pk3 *.cfg *.pak and finally all the themyths\*.pk3 *.cfg *.pak?

    Please explain .cfg, .pak, .pk3 load logic for \id1\ and \gamedir\, if you could.

    I was thinking, since I'm using SMC, I maybe need themyths\autoexec.cfg to select multiskin models and the like. Must there be a custom SMC for every mod, like Seven has done for hipnotic and rogue?

    Directory listings for my folders are attached.

    Thanks for the help!
    Attached Files

  • #2
    Up!

    Same problem here. I had to delete some of the texture's pack, for the hi-poly models. To be able to see them again!

    I'll post a more detailed list of files with problems later on!
    Fórum QuakeBrasil

    Lots of Quake related stuff


    Comment


    • #3
      I started keeping a spreadsheet of all the packs used, it got so confusing and unwieldy.
      Still need an explanation of the Quake load order logic, as described above. If I don't understand that aspect of the engine, I won't be able to fix this bug.

      Comment


      • #4


        Believe or not, this solid in the left corner, is one enforcer!

        Right now, I have this packs in my ID1 folder...

        Code:
        Inkub0-romi-rtlights-1.3.pk3 = pak4.pk3
        Tabun-Enforcer.pk3 = pak5.pk3
        Z771_enforcer-multiskin.pk3 = pak6.pk3
        Z69_dog-3_skins.pk3 = pak7.pk3
        Z67_fiend-multiskin.pk3 = pak8.pk3
        ZzZzZz99_fish_4-skin_ruohis_sean-V2__ID1-2reforged.pk3 = pak9.pk3
        OoPpEe-Moo-Grunt-Ver3.pk3  = pak10.pk3
        Z67_grunt_3skin_Moo&OoPpEe_+_ruohis.pk3 = pak11.pk3
        Z72_hellknight_4skins.pk3 = pak12.pk3
        Z72_knight_4skins.pk3 = pak13.pk3
        quake_ogre__DP_teamonster_r1.pk3 = pak14.pk3
        Z999.22-ROGUE__GL-ogre+multiG_ogre-OoPpEe_&_ogre2+2skins__TM.pk3 = pak15.pk3
        ZzZz99_scrag_3skin-2low&1hi.pk3 = pak16.pk3
        Quake_Shambler_remodeled_by_FredrikH.pk3 = pak17.pk3
        Z67_shams_frederikH_multi-skin.pk3 = pak18.pk3
        ZzZzZz99_tarbaby_4skin_ruohis+arioch_ID1-ref+frag.pk3 = pak19.pk3
        Z66_vore-tripleskin.pk3 = pak20.pk3
        ZzZz79_wrath-2skin_reforged-seanstar.pk3 = pak21.pk3
        Z69_zombie-3_skins.pk3 = pak22.pk3
        weapons-up_-_plague___.pk3 = pak23.pk3
        IP_Ammo_ID1_shader_Seven_Ruohis.pk3 = pak24.pk3
        IP_Backpack_Ruohis.pk3 = pak25.pk3
        IP_Health_shader_Ruohis.pk3 = pak26.pk3
        IP_Keys_Runes_Ruohis.pk3 = pak27.pk3
        IP_Powerups_Ruohis+Unknowns.pk3 = pak28.pk3
        Q_Gibs_Ruohis_PrimeviL_OSJC.pk3 = pak29.pk3
        Q_Misc_Ruohis_OoPpEe_Obiwan.pk3 = pak30.pk3
        HUD_gfx_AndehX_Moon[Drunk].pk3 = pak31.pk3
        QRP_id1_map_textures_v.1.0_Moon[Drunk].pk3 = pak32.pk3
        QRP_id1_norm_gloss_v.1.0_My-Key.pk3 = pak33.pk3
        QRP_id1_anim_reflect_Webangel.pk3 = pak34.pk3
        Q_Player(Ranger)_OoPpEe-Moo-Mykey.pk3 = pak35.pk3
        IP_Armor_Plague.pk3 = pak36.pk3
        dpwater0.55.pk3 = pak37.pk3
        visedmapsid1.pk3 = pak38.pk3
        Z69_ogre-3_skins.pk3 = pak39.pk3
        Q_Sky_qrp_Moon[Drunk].pk3 = pak40.pk3
        DP_Windows_reflect_Webangel.pk3 = pak41.pk3
        DP_New_Lava_V0.2_Seven.pk3 = pak42.pk3
        DP_Teleport_v1.2_qrp.pk3 = pak43.pk3
        zReflecting_Overload_DDS.pk3 = pak44.pk3
        DP-New_Teleport-V1.23_DP-new_Seven.pk3 = pak45.pk3
        And I removed the this packs, cause they were giving me invisible models or strange solids...

        pak6.pk3
        pak10.pk3
        pak11.pk3
        pak15.pk3
        pak18.pk3
        Fórum QuakeBrasil

        Lots of Quake related stuff


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        • #5
          you need to copy enforcer.mdl and make a new one called enforcer1.mdl... if you are useing 4 skins there needs to be 2 models. make sure you do the head gibs too

          look in the "00 Multiskin + Multimodel ID1 files V4.50 !!!" folder and see the read me: "00 Main readme IMPORTANT !!! .txt"

          pak files are looked at in reverse alphabetic order so if it starts with "z" it will over ride a pak that starts with "a"

          hope that helps

          Comment


          • #6
            I will, thanks!
            Fórum QuakeBrasil

            Lots of Quake related stuff


            Comment


            • #7
              I was able to make the tabun's enforcer work, the others I couldn't figure it out!
              Fórum QuakeBrasil

              Lots of Quake related stuff


              Comment


              • #8
                Hello vegetous,

                I am not sure if you are serious about this topic.
                So I would like to ask:
                Are you sure that 45 .pk3´s in your Quake will work automagically ?!

                You are aware, that you use double, triple and even quadripple replacement contents for the same thing ?!
                Issues must araise.


                If you are trying to make a "Fully replaced Quake", then I would suggest to download one of the existing "Quake Compilation"s. There are several available.
                They have all you need already...

                Good luck,
                Seven

                Comment


                • #9
                  Damn, that's a crazy pk3 list! Like you downloaded everything ever made and thought "That should cover it." lol. Here's a concept, you use so many replacement paks that you end up with vanilla Quake.... Replace your way clean "around the world" and end up where you would have been if you had no replacement content... It isn't any nuttier than what you currently have going on.
                  http://www.nextgenquake.com

                  Comment


                  • #10
                    Almost there...

                    [ame=http://www.youtube.com/watch?v=umGIatYnmWc]Quake HD 2013 - YouTube[/ame]

                    marco.nadal.75,

                    You should remove the startkit from ID1 folder, and set all the custom hight poly models and textures you could find out. Then you should edit the startkit, remove everything you already have, save the resulting pack and move it back to the ID1 folder.

                    This process is a lot less painful even if it's not fast!
                    Fórum QuakeBrasil

                    Lots of Quake related stuff


                    Comment


                    • #11
                      Final version for smc 4.5

                      [ame=http://www.youtube.com/watch?v=-DVC9FQJtxM]hQuake version 1.0 - YouTube[/ame]
                      Fórum QuakeBrasil

                      Lots of Quake related stuff


                      Comment

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