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models look like they are camouflaged colored #887

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ghost opened this issue Aug 31, 2022 · 7 comments
Open

models look like they are camouflaged colored #887

ghost opened this issue Aug 31, 2022 · 7 comments
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@ghost
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ghost commented Aug 31, 2022

Linux Mint 21
Using GOG release of Quake 2
Also tried Quake 2 RTX

https://i.imgur.com/dxHLSXE.png

image

@ghost
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ghost commented Aug 31, 2022

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@DanielGibson
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Looks like you have some texture pack installed, could it be that it is misbehaving in some way?
Does the game still look broken with r_retexturing 0 (you may have to vid_restart or restart the game after setting that)?

@Bittermens
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Bittermens commented Aug 31, 2022

RTX weapon and doodad packs doesn't work on yQ2, mainly weapons because they all use md3 models with different textures.
Also Yamagi supports Md2 only, which sadly i have to admit that is archaic and without support these days because most tools are hard to work with or doesn't work well on modern windows, to the point is slowing mapping and modding itself while quake 1 ports like quakespasm spiked and now Ironwail supports md5 off the quake remaster, which is md5 with bones and anims included.

also software mode doesn't support alpha from ui retextures, which is something i wish yamagi could look at it.

and speaking of issues, there is the fact that beta maidens in xatrix suffers from texture errors which mismastch their textures with stock maidens, and it reverts back to beta once they are hurt.

@Yamagi Yamagi added the bug label Aug 31, 2022
@eGax
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eGax commented Sep 16, 2022

Last I checked, a blender isn't something I would call "archaic". People use it all the time for qmdl, q2mdl, and others I am sure. I mainly use Blender LTS releases 2.8.3 & 2.9.3 with its addon for q2mdl. Not to mention quite a few of the older tools seem to work fine on Windows 10 on down. A few of those might be considered archaic by younger folks though, and I can agree with that.

Also Yamagi supports Md2 only, which sadly i have to admit that is archaic and without support these days because most tools are hard to work with or doesn't work well

@Yamagi
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Yamagi commented Sep 16, 2022

We won't add another model format to YQ2. I understand that the modding community would like to have a modern format, ideally one with bone animations. However adding such a format is a lot of work which must be done for every renderer and somehow fiddled into into the game API (model animations are defined and triggered in the game.dll). And it's not really in our scope. We try to build a modernized version of the original Quake II, not the perfect engine for modding. In fact these are contradictory goals. Staying nearly 100% compatible with the original Quake II means that several changes often requested by the mod community are hard to implement to impossible...

@0lvin
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0lvin commented Sep 17, 2022

We can support other models format if format can be converted to md2 on fly. And It has drawback that final model will have support only single file skin (no separate skin for head and body), single file format(no separate model and animation as in md5) and model should have fully same animations steps as original (or be backward compatible). Technically its possible, look to yquake2/ref_vk#29.

It adds quake model(mdl) support and can share same code in all renders.

We can try to create/merge IQM model support changes to one of renders (e.g.: ref_vk) if some one to one replacement of some model(gun/some monster) is available for check. It should be with single file skin, single file format and has same animation frames list as original one.

@apartfromtime
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I fail to see what yquake2 would gain from this. With that blender addon @eGax mentioned, any model in any format could be ported to .md2 and yquake2.

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