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 Post subject: skybox bug
PostPosted: Wed Jan 18, 2006 5:35 pm 
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Location: Croatia
i get this bug when playing:
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one of the skybox images gets replaced by the skin for player model. this usually happens when i change the map or load a saved game. i am using qrack latest version. i dont know if this bug is present in joequake too. this can be fixed by reloading the skybox, and the skin always matches my colors..

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PostPosted: Thu Jan 19, 2006 12:07 am 
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quake.intertex.net
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yes i have fixed this :) I should post another update


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PostPosted: Thu Jan 19, 2006 9:25 am 
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yes, please do that. and don't mess up the links again :)

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PostPosted: Fri Jan 20, 2006 11:50 am 
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where did you get those weapon models and hud. I like those alot. Looks different from pics on joequakes site.


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PostPosted: Fri Jan 20, 2006 2:36 pm 
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i believe those are gljoequake models rite?

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PostPosted: Fri Jan 20, 2006 4:13 pm 
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my weapons are from quake remodeled, md3 format http://www.planetquake.com/quakeremodeled/index.html. as for the hud it is a mixup. i got stuff from everywhere in it and i don't remember where i got something anymore, sorry.

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PostPosted: Fri Jan 20, 2006 5:25 pm 
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I downloaded the multiplayer pak which looks like it has the new models.
Only thing is that the models apear all white. Theres no texture. What am i doing wrong?


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PostPosted: Sat Jan 21, 2006 7:37 am 
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joequake uses a specific folder for md3 textures. go to http://www.quaketerminus.com/tools.htm and grab pak explorer. after you got that open the MD3_Deathmatch.pak and create a folder( inside the pak), name it textures and then put the override folder in the textures folder. if you are using joequake rename the override folder to models, if you are using qrack then rename it to md3skins.
hope i explained good.

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PostPosted: Sat Jan 21, 2006 2:49 pm 
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RG: the update is online http://quakeone.com/qrack

just grab the exe update

-----------------------------------------------------------
fixed skybox texture bug

dynamic wateralpha based on view distance
new cvar added r_wateralpha_radius, (default 512)


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PostPosted: Sat Jan 21, 2006 5:50 pm 
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thanks. here's an idea, why dont you throw in reflective water?
also, celshading and vertex lighting don't work on md3 models which sucks.

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PostPosted: Wed Jan 25, 2006 3:31 am 
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hehe ya well Entar and Dukey's reflective water code is at best kinda buggy. I mean if it looked like HL2 the SURE but its way to glossy and doesnt render perfectly. The celshading and vertexlighting on md3 will be coming up shortly. I'm working on shadows that clip and bend on surfaces.


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PostPosted: Wed Jan 25, 2006 9:58 am 
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try looking at tenebrae's source. http://tenebrae.sourceforge.net/index.p ... wnload.txt. reflections look great with it and you might want to add something more from it.

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PostPosted: Thu Jan 26, 2006 1:32 pm 
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ya its very fps hog and looks too clean and is kinda buggy too. :O
but interesting none the less ;)


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PostPosted: Thu Jan 26, 2006 4:48 pm 
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yeah it is kinda buggy, goes outta alignment sometimes... but still looks real nice. i would love to see it in qrack. it's shadows too 8).

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