why don't aguirre quake and darkplaces use 24 bit skins for
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why don't aguirre quake and darkplaces use 24 bit skins for
the player? how can i get this to happen?
- hondobondo
- Posts: 207
- Joined: Tue Sep 26, 2006 2:48 am
The issue is the player colours on the skin. The Quake 8bit pallete has a set of colours defined as "pants" and "shirt" colours, which are palette shifted to match the player's colours.
Darkplaces supports _pants and _shirt files to define these areas, but most engines don't.
Darkplaces supports _pants and _shirt files to define these areas, but most engines don't.
Apathy Now!
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MauveBib - Posts: 634
- Joined: Thu Nov 04, 2004 1:22 am
uhhh...
so i do i do it in DP? say i have a model, and a skin. now how do i get DP to use this skin for this model?
- hondobondo
- Posts: 207
- Joined: Tue Sep 26, 2006 2:48 am
DONE THAT
i have about a hundred tgas that work in quake\mod\progs, but no luck with the player model. DP uses the tgas fine for every other model EXCEPT for the player model. same with aguirre quake
- hondobondo
- Posts: 207
- Joined: Tue Sep 26, 2006 2:48 am
Works fine with id1/progs/player.mdl_0.tga in Darkplaces for me. For aguirRe's glquake I had no luck though (neither player_0.tga)
Improve Quaddicted, send me a pull request: https://github.com/SpiritQuaddicted/Quaddicted-reviews
- Spirit
- Posts: 1031
- Joined: Sat Nov 20, 2004 9:00 pm
aye depends a bit on the naming convention player.mdl_0.tga is tenebrae style and not very widespread im affraid i think only other engine that uses it is dp rest looks for player_0.tga if i recall correctly.
aquires engine doesnt have external textures on by default could be that
if not sorry for my babbling hehe.
aquires engine doesnt have external textures on by default could be that
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revelator - Posts: 2567
- Joined: Thu Jan 24, 2008 12:04 pm
- Location: inside tha debugger
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