Announcement

Collapse
No announcement yet.

Player Model using Moo's model - 3 Skin Choices

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • LambentHammerBurst
    replied
    The best thing I've found is just sorting by "modified"
    That will sort things by the order they were last changed. It will sort the folders individually. However in this process you should of only created the "progs/player" folders inside of Qrack

    Leave a comment:


  • Seven_Force
    replied
    Oopee,

    This process requires some cutting/pasting of files into certain folders. I hate messing up/cluttering my Quake file tree and am wondering if there's a way to see which files have recently been moved on my computer? I'm using windows Vista. Is there some way I can easily identify which files I have recently tinkered with/moved so that in the event I can't get anything working, I can at least remove the stuff I don't need?

    Leave a comment:


  • LambentHammerBurst
    replied
    This player model has the gun model and axe attached to him. The Quake 3 player models used a external weapon model. So no worries

    Leave a comment:


  • Seven_Force
    replied
    alright, I'm about to give this a shot. The thread seven linked to has Rook saying that the player model won't be holding a gun. If that's the case I won't bother-- that would just bother me to no end.

    Leave a comment:


  • LambentHammerBurst
    replied
    That'd be if you wanted to take the Quake 3 Ranger -f you wanted that, you'd copy the ranger folder to the:
    ..../quake/qrack/progs/ folder; then rename it to "player" after.

    What I got from the guide:
    have a ..../quake/qrack/progs/player
    folder
    put the player model from this thread into it, rename the extension to .md3
    so you have:
    ..../quake/qrack/progs/player/player.md3

    Give that a try with the textures in it. If he comes up all white or black, then move the textures over to:
    ..../quake/qrack/textures/

    Leave a comment:


  • Seven_Force
    replied
    okay, so I should rename the .mdl files in the ranger progs folder to .md3, then make a progs folder in my qrack folder, then put the .md3 stuff in qrack/progs, THEN put all the .tga texture stuff in qrack/textures/models... correct?

    And what's the "merged skin" folder for oopee? Can I just leave that?

    Leave a comment:


  • LambentHammerBurst
    replied
    The player model itself is md3 - just Darkplaces won't use it unless renamed to mdl. So if his links refer to a md3 model - rename it as it is a md3 model just renamed.

    Leave a comment:


  • Seven_Force
    replied
    Thanks Seven.

    The files I'm working with are .mdl, not md3. I read the links you posted though and I got some hints about what I should do. Again thanks.

    Leave a comment:


  • Seven
    replied
    Hello Seven_Force,

    I like your nickname.

    Please let me try to help you here.
    I am absolutely not experienced with Qrack.
    But I read just the other month, that R00k himself (the brain behind Qrack),
    explains exactly how to use a .md3 player model in his wonderful engine.

    Please follow this link: klick

    If you are successful, your Quake could look like this: klick

    Maybe these threads can help you in any way.
    If not, I am sorry. Please send R00k a pm. He is a nice guy and will surely help.

    Kind regards,
    Seven

    Leave a comment:


  • Seven_Force
    replied
    Alright, I decided to bang my head against the wall again today and try to get this to work after dropping it for a while.

    Placing the pak 3 from one of the three player model folders in my qrack folder does nothing. I did some more digging around this site and found that people sometimes rename pk3 to .zip files in order to extract them and/or look inside. I tried that approach and found I was now able to see progs and textures folders. Am I on the right track?

    What do I do now? I'm assuming I create a progs folder in my Qrack folder? Then place the progs and textures stuff where they need to go?

    You guys are incredibly talented here, but most everyone seems to skip critical steps in the explanation process of these things. I can't believe I stumbled onto renaming the pk3 to .zip. Thanks for your help regardless. This stuff is hard.

    Leave a comment:


  • bluntz
    replied
    Look inside the .pak files usually there is structure that you dont see with the naked eye.
    I am not sure but I think you need the progs dir for custom models not the textures for them.
    I always uncompress pk3's and paks so I can look over them and avoid conflicting files.
    like Ooppee said but the reverse is sometimes true
    sometimes to get .md3 models to load you have to rename .md3 to .mdl
    Last edited by bluntz; 08-09-2011, 01:06 PM.

    Leave a comment:


  • Seven_Force
    replied
    People always talk about this "progs" folder here at quakeone. I have NEVER had a progs folder, or seen a progs folder ANYWHERE in my Quake file tree. No idea what progs is or if I'm supposed to have it. Weird. So I'm still lost. It's nowhere in the qrack folder either.

    Like I said, the only way I've been able to get new enemy skins to work was to make a "textures/models" filetree myself in qrack.

    Leave a comment:


  • LambentHammerBurst
    replied
    Inside the progs folder
    That's where models are (most games use "models" as the folder, Quake uses progs)

    Leave a comment:


  • Seven_Force
    replied
    hmmm, I thought I posted a reply, but it never went through.

    The only way I've been able to get new models/skins to work with qrack is to have a textures/models folder present in the qrack folder. New skins/models are of course placed inside. So, do I just take the pk3 and put it in the models folder then?

    Also, I don't see any file that ends in .mdl anywhere.

    Leave a comment:


  • LambentHammerBurst
    replied
    Qrack supports pk3's too, they should work just fine.
    Place the pk3 in the .../quake/qrack/ folder. I am away from my PC but that should do the trick.

    If not; in console type:
    gl_loadq3models 1

    and see if that makes a difference. The last part (if that doesn't work) is to still use gl_loadq3models 1 and in the pk3's rename the .mdl to .md3

    Leave a comment:

Working...
X