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Skins messes up???
Posted: Mon Jan 24, 2011 4:58 am
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.
I dont know whats wrong.
Posted: Mon Jan 24, 2011 6:19 am
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.
Posted: Mon Jan 24, 2011 6:43 am
by Ghost_Fang
Its one texture and its 480x480
Posted: Mon Jan 24, 2011 6:51 am
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.
Posted: Mon Jan 24, 2011 7:25 am
by leileilol
ooppee wrote:However try the 512x512 first.
This is a psp - try 128x128
Posted: Mon Jan 24, 2011 7:27 am
by Ghost_Fang
Hmmm, the UV is fine, I changed the texture size to 256x256 still nothing
Posted: Mon Jan 24, 2011 7:31 am
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.
Posted: Mon Jan 24, 2011 7:40 am
by Ghost_Fang
OK i PM'ed it to you.
Posted: Mon Jan 24, 2011 7:47 am
by ceriux
i pm'd you back. are you getting the same problem from that model you sent me as this one?
Posted: Tue Jan 25, 2011 6:50 pm
by Ghost_Fang
any more possible suggestions? I tried a 256x256 texture it still screws up.
Posted: Tue Jan 25, 2011 6:54 pm
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?
Posted: Tue Jan 25, 2011 7:54 pm
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.
Posted: Tue Jan 25, 2011 7:59 pm
by ceriux
thats all server side, not client side. im not talking about the .qc code.
Posted: Tue Jan 25, 2011 8:22 pm
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
Posted: Tue Jan 25, 2011 8:43 pm
by ceriux
maybe some kinda of limitation expansion that the other engines include that yours doesnt?