Skins messes up???

Discuss the creation of various model formats for Quake engines, and related matters to modeling.
Ghost_Fang
Posts: 336
Joined: Thu Nov 12, 2009 4:37 am

Skins messes up???

Post by Ghost_Fang »

Ok i have no idea on this one. Looks fine in QME, looks fine in darkplaces, but in proquake psp it messes up.


Image


I dont know whats wrong.
ooppee
Posts: 70
Joined: Thu Oct 28, 2010 2:57 am

Post by ooppee »

If I recall proquake requires the models to share a single texture. Meaning the arms and the gun have to be on the same texture.
Also what is the texture size? A simple 256x247 can cause it - but making it 256x256 will fix it.
Ghost_Fang
Posts: 336
Joined: Thu Nov 12, 2009 4:37 am

Post by Ghost_Fang »

Its one texture and its 480x480
ooppee
Posts: 70
Joined: Thu Oct 28, 2010 2:57 am

Post by ooppee »

Ah that could be the issue right there, some engines are strict on texture sizes. Generally the "safe" sizes always double:
8, 16, 32, 64, 128, 256, 512 ect
Try just resizing to 512x512 and see if that fixes it. Another thing to check - ensure the entire arm texture is actually on the texture in uv mapping. I've made a few mistakes where the uv mapping went outside the texture - appeared fine on the model but once ingame - it DESTROYED the look.

Since it's one texture and the gun appears fine. It appears to be a UV mapping issue on the arms. However try the 512x512 first as it could be just that simple issue.
leileilol
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Joined: Fri Oct 15, 2004 3:23 am

Post by leileilol »

ooppee wrote:However try the 512x512 first.
This is a psp - try 128x128
i should not be here
Ghost_Fang
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Joined: Thu Nov 12, 2009 4:37 am

Post by Ghost_Fang »

Hmmm, the UV is fine, I changed the texture size to 256x256 still nothing
ceriux
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Location: Indiana, USA

Post by ceriux »

can you send me the src of your model? ill take a look at it and tell you if i notice anything awkward if you want.
Ghost_Fang
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Joined: Thu Nov 12, 2009 4:37 am

Post by Ghost_Fang »

OK i PM'ed it to you.
ceriux
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Location: Indiana, USA

Post by ceriux »

i pm'd you back. are you getting the same problem from that model you sent me as this one?
Ghost_Fang
Posts: 336
Joined: Thu Nov 12, 2009 4:37 am

Post by Ghost_Fang »

any more possible suggestions? I tried a 256x256 texture it still screws up.
ceriux
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Location: Indiana, USA

Post by ceriux »

im guessing its engine side problem. if it works everywhere else and you've tried all other solutions. see whats different in your engine code vs another engine?
Ghost_Fang
Posts: 336
Joined: Thu Nov 12, 2009 4:37 am

Post by Ghost_Fang »

well i assumed it was engine side, but why? what those models? the other models we have in are fine. The only thing that came to my mind was the medkit was a new IT_ITEM that i put in, but i did it correctly, in QC and in engine. So i thought maybe i did something wrong, so i replaced the super shotgun with spas, which used the IT_SUPER_SHOTGUN item slot in quake, still messes up.
ceriux
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Location: Indiana, USA

Post by ceriux »

thats all server side, not client side. im not talking about the .qc code.
Ghost_Fang
Posts: 336
Joined: Thu Nov 12, 2009 4:37 am

Post by Ghost_Fang »

Hmmm but what could possibly be happening in the engine for it to be selectively ruining those models? and ONLY the hand part of it? even though on a separate model we have those same hands
ceriux
Posts: 2230
Joined: Sat Sep 06, 2008 3:30 pm
Location: Indiana, USA

Post by ceriux »

maybe some kinda of limitation expansion that the other engines include that yours doesnt?
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