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Karall
Joined: 15 Jul 2010 Posts: 24
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Posted: Wed Aug 04, 2010 10:21 am Post subject: |
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Quark needs file gfx/palette and couldnt find it noooo! |
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Karall
Joined: 15 Jul 2010 Posts: 24
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Posted: Wed Aug 04, 2010 11:34 am Post subject: |
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God damn maybe i should just program for some other engine or something. Where can i get this palette.lmp? |
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Baker

Joined: 14 Mar 2006 Posts: 1538
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leileilol

Joined: 15 Oct 2004 Posts: 1321
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Posted: Wed Aug 04, 2010 4:19 pm Post subject: |
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actually the problem was he didn't set up quark's paths to point to Quake _________________
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Karall
Joined: 15 Jul 2010 Posts: 24
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Posted: Wed Aug 04, 2010 4:21 pm Post subject: |
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*Irritated* In QuArK i cant find wich box that i should put the path to the palette file in. |
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leileilol

Joined: 15 Oct 2004 Posts: 1321
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Posted: Wed Aug 04, 2010 4:29 pm Post subject: |
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You don't do that
you simply put the path to the game in the Game Configuration
it drags out and uses the appropriate files in the pak itself _________________
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Karall
Joined: 15 Jul 2010 Posts: 24
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frag.machine

Joined: 25 Nov 2006 Posts: 728
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Posted: Wed Aug 04, 2010 4:51 pm Post subject: |
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Besides the skin map problem, I suggest you to reduce a bit the number of polys, specially in the weapon barrels. Remember, Quake is not optimized for high polycount models, so less is usually better. _________________ frag.machine - Q2K4 Project
http://fragmachine.quakedev.com/ |
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Karall
Joined: 15 Jul 2010 Posts: 24
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Posted: Wed Aug 04, 2010 5:52 pm Post subject: |
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Rite so the barrel is now square, how can i fix my texture problem? |
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frag.machine

Joined: 25 Nov 2006 Posts: 728
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Posted: Wed Aug 04, 2010 8:01 pm Post subject: |
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You can load the model in QuArK and adjust the skin verts on it (warning: it's a PITA). _________________ frag.machine - Q2K4 Project
http://fragmachine.quakedev.com/ |
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leileilol

Joined: 15 Oct 2004 Posts: 1321
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Posted: Wed Aug 04, 2010 8:09 pm Post subject: |
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The texture wasn't assigned in Blender. Not doing so will give you the checker pattern. Assign a texture to the model first before exporting, you can do this in Edit Mode by selecting all polygons, then selecting the texture you want to use in the UV/Image Editor. You can select your mesh and export from there. _________________
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Karall
Joined: 15 Jul 2010 Posts: 24
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Posted: Wed Aug 04, 2010 8:16 pm Post subject: |
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Thats exactly what i did, i think. Selected a face in blender, unwraped it in uv mapping interface, mapped it and then exported it. |
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Karall
Joined: 15 Jul 2010 Posts: 24
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Posted: Mon Aug 09, 2010 7:49 pm Post subject: |
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No help yet?... |
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