Inside3D!
     

*Hits stuff* Help
Goto page 1, 2  Next
 
Post new topic   Reply to topic    Inside3d Forums Forum Index -> QuakeC Programming
View previous topic :: View next topic  
Author Message
KakesaR



Joined: 06 Nov 2004
Posts: 21
Location: Australia

PostPosted: Tue Nov 09, 2004 9:46 am    Post subject: *Hits stuff* Help Reply with quote

I'm probably just making a really stupid mistake and a really big fool out of myself at that, but i'm finding that there's this stupid error which seems to make no sense (to me).

I'm working on coding my first new monster and i'm using my own model, but for some reason when I try to run a level with that monster in it it always blurts out:

Error: Mod_NumForName: progs/axesoldier.mdl not found

I've checked to make sure it's spelt right and everything and it's inside "progs" in the folder of my mod, but I just can't figure out what might be causing this error.

Could anyone help?
Back to top
View user's profile Send private message Send e-mail Visit poster's website MSN Messenger
Miles Invictus



Joined: 09 Nov 2004
Posts: 4
Location: Kuwait and Iraq

PostPosted: Tue Nov 09, 2004 10:52 am    Post subject: Reply with quote

DOS games (like Quake) can only read filenames with eight characters and a three-letter extension. Try renaming your model to "axesoldi.mdl", making appropriate changes in the code, and see if that works.
Back to top
View user's profile Send private message
Urre



Joined: 05 Nov 2004
Posts: 1073
Location: Sweden

PostPosted: Tue Nov 09, 2004 5:08 pm    Post subject: Reply with quote

Miles Invictus wrote:
DOS games (like Quake) can only read filenames with eight characters and a three-letter extension. Try renaming your model to "axesoldi.mdl", making appropriate changes in the code, and see if that works.


Quake has for the longest time not been just a DOS game. I'm fairly surprised you don't seem to know this. You must at the very least have heard of Winquake and GLQuake, and since the Quake engine source was given the GPL, a fair amount of significantly enhanced engines have come to existence. I recommend DarkPlaces, and stay as far away from Tenebrae as possible.

DarkPlaces website
_________________
Look out for Twigboy
Back to top
View user's profile Send private message Visit poster's website
leileilol



Joined: 15 Oct 2004
Posts: 1321

PostPosted: Tue Nov 09, 2004 10:31 pm    Post subject: Reply with quote

Just use axesol~1.mdl as a name in the code instead.
_________________
Back to top
View user's profile Send private message
Sajt



Joined: 16 Oct 2004
Posts: 1026

PostPosted: Tue Nov 09, 2004 11:30 pm    Post subject: Reply with quote

Urre wrote:
Miles Invictus wrote:
DOS games (like Quake) can only read filenames with eight characters and a three-letter extension. Try renaming your model to "axesoldi.mdl", making appropriate changes in the code, and see if that works.


Quake has for the longest time not been just a DOS game. I'm fairly surprised you don't seem to know this. You must at the very least have heard of Winquake and GLQuake, and since the Quake engine source was given the GPL, a fair amount of significantly enhanced engines have come to existence. I recommend DarkPlaces, and stay as far away from Tenebrae as possible.

DarkPlaces website


Hehe, don't be stupid Urre, ever considered the chance that he *is* using DOSQuake? Razz
Back to top
View user's profile Send private message
KakesaR



Joined: 06 Nov 2004
Posts: 21
Location: Australia

PostPosted: Wed Nov 10, 2004 6:14 am    Post subject: Reply with quote

Hahah, yeah, i'm still using DOS Quake Razz
I do have WinQuake on CD somewhere, but i'm lazy and for now i'm happy just using the DOS version. I have DarkPlaces aswell, but it tends to be a little choppy on my computer (it's playable, but once again, i'm happier for now just using DOS Quake).

I renamed the model file, and it's working. Thanks heaps.

Oh, and might I add that i'm shocked; you're the first literate programmers i've ever met. Congratulations.
Back to top
View user's profile Send private message Send e-mail Visit poster's website MSN Messenger
Sajt



Joined: 16 Oct 2004
Posts: 1026

PostPosted: Wed Nov 10, 2004 6:26 am    Post subject: Reply with quote

I'm sorry Urre, I did not mean to call you stupid. I love you and I think you are very beautiful.
Back to top
View user's profile Send private message
leileilol



Joined: 15 Oct 2004
Posts: 1321

PostPosted: Wed Nov 10, 2004 3:01 pm    Post subject: Reply with quote

plus Dosquake has the holy -sspeed parameter Very Happy
_________________
Back to top
View user's profile Send private message
MauveBib



Joined: 04 Nov 2004
Posts: 602

PostPosted: Wed Nov 10, 2004 3:12 pm    Post subject: Reply with quote

KakesaR, have you tried standard GLQuake? I think you'll find it a marvellous improvement over dosquake, and your system should be able to handle it.
Back to top
View user's profile Send private message
Tei



Joined: 25 Oct 2004
Posts: 195

PostPosted: Wed Nov 10, 2004 8:07 pm    Post subject: Reply with quote

textures on accelerated engines looks horrible because the use of smoothing.

you can return the Sharp! look of sofware more with a console command:

gl_texturemode GL_NEAREST

Other types (ignore the code mess):

{"GL_NEAREST", GL_NEAREST, GL_NEAREST},
{"GL_LINEAR", GL_LINEAR, GL_LINEAR},
{"GL_NEAREST_MIPMAP_NEAREST", GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST},
{"GL_LINEAR_MIPMAP_NEAREST", GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR},
{"GL_NEAREST_MIPMAP_LINEAR", GL_NEAREST_MIPMAP_LINEAR, GL_NEAREST},
{"GL_LINEAR_MIPMAP_LINEAR", GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR}
Back to top
View user's profile Send private message
leileilol



Joined: 15 Oct 2004
Posts: 1321

PostPosted: Wed Nov 10, 2004 9:57 pm    Post subject: Reply with quote

They'll still look bad, because they're also resampled down to native 3dfx tex resolution (256x256).
_________________
Back to top
View user's profile Send private message
Urre



Joined: 05 Nov 2004
Posts: 1073
Location: Sweden

PostPosted: Thu Nov 11, 2004 8:20 pm    Post subject: Reply with quote

I know you hate me Sajt. Now go to your room. No Qookies for you.
_________________
Look out for Twigboy
Back to top
View user's profile Send private message Visit poster's website
KakesaR



Joined: 06 Nov 2004
Posts: 21
Location: Australia

PostPosted: Thu Nov 11, 2004 11:17 pm    Post subject: Reply with quote

I thought that GL was something that referred to, or something to do with, certain video cards? (Assuming that i'm wrong, I was under the impression that it bore some link to Voodoo cards or something..)
Back to top
View user's profile Send private message Send e-mail Visit poster's website MSN Messenger
Spike



Joined: 05 Nov 2004
Posts: 944
Location: UK

PostPosted: Fri Nov 12, 2004 12:32 am    Post subject: Reply with quote

GL is an abreviation for OpenGL which is the industry standard 3d interface.

Basically, if you've got a mainstream, worthwhile 3d card, it'll support OpenGL in windows.

3dfx supplied an opengl minidriver, which was then distributed with all the glquakes from the guys at ID. This confused a lot of users. If you do not have a voodoo card, you do not install opengl32.dll. However, glquake will still work for you if you have any other sort of 3d card.

Voodoo cards were the only real option at the time, for 3d cards, so we can't really blame them too much.

OpenGL is the industry standard still, so will work with any worthwhile card. Yeah, I know I said that before, but I thought I'd emphase it.
If your card just happens to be one of the truly dire cards which does not support opengl, complain at the manufacturer. Hound them. Spam them. Then give up, get a decent card, and boycot them and forever ruin thier reputation... A 3d card that does not support opengl is pointless.
Back to top
View user's profile Send private message Visit poster's website
MauveBib



Joined: 04 Nov 2004
Posts: 602

PostPosted: Fri Nov 12, 2004 12:44 am    Post subject: Reply with quote

Quote:
I have DarkPlaces aswell, but it tends to be a little choppy on my computer (it's playable, but once again, i'm happier for now just using DOS Quake).


If Darkplaces works on your PC at all then you definately have a card which can handle GLQuake.
Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic    Inside3d Forums Forum Index -> QuakeC Programming All times are GMT
Goto page 1, 2  Next
Page 1 of 2

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum


Powered by phpBB © 2004 phpBB Group