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Posted: Wed Aug 04, 2010 10:21 am
by Karall
Quark needs file gfx/palette and couldnt find it noooo!

Posted: Wed Aug 04, 2010 11:34 am
by Karall
God damn maybe i should just program for some other engine or something. Where can i get this palette.lmp?

Posted: Wed Aug 04, 2010 12:35 pm
by Baker
Karall wrote:God damn maybe i should just program for some other engine or something. Where can i get this palette.lmp?
Use pakscape.exe ( http://www.quake-1.com/files/developer/pakscape-011.zip ) and open pak0.pak

Or download fimg 2.0 ( http://www.inside3d.com/frikbot/fimg/ ) and it comes with palette.lmp too I believe.

Posted: Wed Aug 04, 2010 4:19 pm
by leileilol
actually the problem was he didn't set up quark's paths to point to Quake

Posted: Wed Aug 04, 2010 4:21 pm
by Karall
*Irritated* In QuArK i cant find wich box that i should put the path to the palette file in.

Posted: Wed Aug 04, 2010 4:29 pm
by leileilol
You don't do that
you simply put the path to the game in the Game Configuration
it drags out and uses the appropriate files in the pak itself

Posted: Wed Aug 04, 2010 4:47 pm
by Karall
Right, so i got it into QuArK, seems like the texture fucked up.
http://img411.imageshack.us/i/ak47quark.jpg/

Posted: Wed Aug 04, 2010 4:51 pm
by frag.machine
Besides the skin map problem, I suggest you to reduce a bit the number of polys, specially in the weapon barrels. Remember, Quake is not optimized for high polycount models, so less is usually better.

Posted: Wed Aug 04, 2010 5:52 pm
by Karall
Rite so the barrel is now square, how can i fix my texture problem?

Posted: Wed Aug 04, 2010 8:01 pm
by frag.machine
You can load the model in QuArK and adjust the skin verts on it (warning: it's a PITA).

Posted: Wed Aug 04, 2010 8:09 pm
by leileilol
The texture wasn't assigned in Blender. Not doing so will give you the checker pattern. Assign a texture to the model first before exporting, you can do this in Edit Mode by selecting all polygons, then selecting the texture you want to use in the UV/Image Editor. You can select your mesh and export from there.

Posted: Wed Aug 04, 2010 8:16 pm
by Karall
Thats exactly what i did, i think. Selected a face in blender, unwraped it in uv mapping interface, mapped it and then exported it.

Posted: Mon Aug 09, 2010 7:49 pm
by Karall
No help yet?...

Posted: Wed Aug 25, 2010 9:07 am
by r00k
Hey, leileilol, I've finally reInstalled blender on Windows7 and might take some time to learn the mechanics. The only thing I learned so far was how to install it. Roughly, without creating a whole new tutorial, can i take saved separate model files to create an animated .md3 export? Or is blender just the tool used to create the individual .md3 files and another tool is used to compile them into 1 .md3 model? I dont want to make an animation in blender if it's not the way to go for use in Quake. Though, I do like what i have seen from some youTube vids of what blender can do. Either way, it's time to learn modeling, instead of weed-whacking code. ;)

Image

Posted: Sat Oct 09, 2010 7:33 pm
by Phenom
I'm guessing they must have recently included admin approval for registration.

I'm currently waiting for my approval to attempt MDL support in Blender!

Thanks for the guide!