With cordite in the air, splintered steel, shell casings and powder burns, there’s only one explanation...
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Postby ReD NeCKersoN » Mon Jul 24, 2006 8:37 pm

sig11 wrote:As I tried to indicate, if both BW and CB are released in the same release, it should not matter ... but then again ...

But that would be sloppy, imo. :wink: Besides, it should very simple to fix.

During my lunch break I removed Town, Train, Nightfort, HN2 & Backwater from the SA installation here on my work pc. There are no other instances of WQ3 or Q3 on this pc. The flame images are still wrong in CB. They are being replaced with flame1.tga thru flame8.tga located in pak0.pk3 of C:\Program Files\Westernquake3\baseq3
Specifically, in textures/sfx. I can confirm these are the SA flame textures used in Backwater, btw. The script for CB seems correct to me. There is no reason I can think of for the textures to be replaced with the ones in pak0.pk3 :?
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Postby L3th4l » Mon Jul 24, 2006 9:21 pm

Outlaw run does not exist.. Outlaw run was my other map that was lost, lake is completely different than outlawrun. There should not be anything to do with outlaw run on anyones computer. If there is it should be removed "Cough" Red "Cough"
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Postby ReD NeCKersoN » Mon Jul 24, 2006 10:48 pm

L3th4l wrote:There should not be anything to do with outlaw run on anyones computer. If there is it should be removed "Cough" Red "Cough"

I was looking at it, if you don't mind. :wink: I'll move it though.
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Postby sig11 » Mon Jul 24, 2006 11:38 pm

ReD NeCKersoN wrote:But that would be sloppy, imo. :wink: Besides, it should very simple to fix.

I agree. I was about to edit the post and add a comment almost like yours ;-)

During my lunch break I removed Town, Train, Nightfort, HN2 & Backwater from the SA installation here on my work pc. There are no other instances of WQ3 or Q3 on this pc. The flame images are still wrong in CB.

I'm not surprised by this.
They are being replaced with flame1.tga thru flame8.tga located in pak0.pk3 of C:\Program Files\Westernquake3\baseq3
Specifically, in textures/sfx. I can confirm these are the SA flame textures used in Backwater, btw. The script for CB seems correct to me. There is no reason I can think of for the textures to be replaced with the ones in pak0.pk3 :?

I doubt that the fire textures are used instead of your torch textures. The names are different and the game does not just replace arbitray textures. I mean, it has no knowledge that "flame" and "fire" mean something similar.

All right. I did a radical approach. I stripped down my westernq3 just as you did, and I also removed (or rather renamed) the baseq3 dir, so that the search path now looks like :
Code: Select all
----- FS_Startup -----
br_coyotebluff has checksum 2128736853
wq3_maps0 has checksum 1536923698
wq3_maps1 has checksum 3849958775
wq3_pak0 has checksum 1624030397
wq3_pak1 has checksum 1942163816
wq3_pak2 has checksum 3525732908
wq3_pak3 has checksum 1889149697
wq3_sounds0 has checksum 3278800843
wq3_textures0 has checksum 1279901149
wq_coyotebluff has checksum 1776014572
Current search path:
/home/logic/andy/.wq3/westernq3
./westernq3/wq_coyotebluff.pk3 (90 files)
./westernq3/wq3_textures0.pk3 (628 files)
./westernq3/wq3_sounds0.pk3 (30 files)
./westernq3/wq3_pak3.pk3 (9 files)
./westernq3/wq3_pak2.pk3 (14 files)
./westernq3/wq3_pak1.pk3 (2 files)
./westernq3/wq3_pak0.pk3 (934 files)
./westernq3/wq3_maps1.pk3 (8 files)
./westernq3/wq3_maps0.pk3 (80 files)
./westernq3/br_coyotebluff.pk3 (32 files)
./westernq3
/home/logic/andy/.q3a/westernq3
/home/logic/andy/.wq3/baseq3
./baseq3

----------------------
1827 files in pk3 files

i.e. there is no pak0.pk3 left (which makes e.g. the console unreadable and exhibits other defects, but they are not important right now)

With that setup, I get the following flame in br_coyotebluff near the lake in the cave:
ImageImageImageImageImage

and I get the following flames in wq_coyotebluff also near the lake inside the cave (which look identical to me)
ImageImageImageImageImage

I was checking both br and wq just to be absolutely sure ;-)

And then I got very experimental ;-) ... and created a test pk3 which contains the flame textures from the pak0.pk3 but named like your fire textrues like the following:
Code: Select all
Archive:  ZZ_flame_test.pk3
  Length     Date   Time    Name
 --------    ----   ----    ----
    10249  07-24-06 23:12   textures/wq_coyotebluff/sfx/wq3fire_12.jpg
    10317  07-24-06 23:12   textures/wq_coyotebluff/sfx/wq3fire_13.jpg
     9843  07-24-06 23:12   textures/wq_coyotebluff/sfx/wq3fire_14.jpg
     8811  07-24-06 23:12   textures/wq_coyotebluff/sfx/wq3fire_15.jpg
     8724  07-24-06 23:12   textures/wq_coyotebluff/sfx/wq3fire_16.jpg
     8909  07-24-06 23:12   textures/wq_coyotebluff/sfx/wq3fire_17.jpg
     9076  07-24-06 23:12   textures/wq_coyotebluff/sfx/wq3fire_18.jpg
     9504  07-24-06 23:12   textures/wq_coyotebluff/sfx/wq3fire_19.jpg
 --------                   -------
    75433                   8 files

While they are named like the torch textures, they are in reality my fire textures. When putting this pk3 into the search path of my minimal WQ3 setup, I get:
Code: Select all
----- FS_Startup -----
br_coyotebluff has checksum 2128736853
wq3_maps0 has checksum 1536923698
wq3_maps1 has checksum 3849958775
wq3_pak0 has checksum 1624030397
wq3_pak1 has checksum 1942163816
wq3_pak2 has checksum 3525732908
wq3_pak3 has checksum 1889149697
wq3_sounds0 has checksum 3278800843
wq3_textures0 has checksum 1279901149
wq_coyotebluff has checksum 1776014572
ZZ_flame_test has checksum 3480120227
Current search path:
/home/logic/andy/.wq3/westernq3
./westernq3/ZZ_flame_test.pk3 (8 files)
./westernq3/wq_coyotebluff.pk3 (90 files)
./westernq3/wq3_textures0.pk3 (628 files)
./westernq3/wq3_sounds0.pk3 (30 files)
./westernq3/wq3_pak3.pk3 (9 files)
./westernq3/wq3_pak2.pk3 (14 files)
./westernq3/wq3_pak1.pk3 (2 files)
./westernq3/wq3_pak0.pk3 (934 files)
./westernq3/wq3_maps1.pk3 (8 files)
./westernq3/wq3_maps0.pk3 (80 files)
./westernq3/br_coyotebluff.pk3 (32 files)
./westernq3
/home/logic/andy/.q3a/westernq3
/home/logic/andy/.wq3/baseq3
./baseq3

----------------------
1835 files in pk3 files

i.e. the disguised pak0.pk3 fireplace flame textures are first in the search path, and the torch flame looks like :
ImageImage
I.e. much different.

To sum up (and I hope I wasn't too "teacher-like" (or however a proper english expression would be)), the game is not using the fireplace flames from pak0.pk3 but it is using the wq3_fireXX.jpg torch textures from wq_coyotebluff.pk3 which is in the downloadable zip file for coyotebluff.
As I said above, investigate the differences between your Westernquake3 and Quake III Arena wq_coyotebluff.pk3's and check your private/extra pk3's if any of them contains wq3_fireXX.jpg textures.
I'm pretty sure, everytime you play or model, you see a different flame than what you ended up putting in the uplaoded wq_coyotebluff.pk3 (BTW, something similar happened to the talk sound I uploaded, I wanted something different ;-) ...)

About Outlaw run ... well I'm grabbing for straws ... ;-)
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Postby L3th4l » Tue Jul 25, 2006 12:46 am

sig11 wrote:About Outlaw run ... well I'm grabbing for straws ... ;-)


You lost me right here...
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Postby ReD NeCKersoN » Tue Jul 25, 2006 3:07 am

I think he meant he saw the pk3 in my directory and is trying to guess where the texture swap is coming from. :wink:

I'm cleaning up my wq3 mod install as I type this. That was my primary gaming stuff, but as you've seen it's also been my test-bed. I keep the SA clean but on the same hard drive, which is also mentioned. My mapping install is on a seperate hard drive littered with scripts, textures, models, etc. SO..... we'll see what happens after clean up a bit. (Still wouldn't explain what I saw at work today.)
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Postby ReD NeCKersoN » Tue Jul 25, 2006 5:45 am

Cleaning up my gaming/test/mod install fixed it. Or so I thought. The SA is still doing something odd, just like I saw at work today. Pic 1 is mod & pic 2 is SA. Pic 1 is how I want it.

ImageImage

Hmmmm. I'm noticing a difference in the detail of the barrel in the background. Perhaps I've stumbled onto the answer..... :roll:
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Postby L3th4l » Tue Jul 25, 2006 7:58 am

looks like the setting are different. I like the second pic alot better, textures are crisper..
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Postby sig11 » Tue Jul 25, 2006 10:51 am

ReD NeCKersoN wrote:I think he meant he saw the pk3 in my directory and is trying to guess where the texture swap is coming from. :wink:

exactly :)

I'm cleaning up my wq3 mod install as I type this. That was my primary gaming stuff, but as you've seen it's also been my test-bed. I keep the SA clean but on the same hard drive, which is also mentioned. My mapping install is on a seperate hard drive littered with scripts, textures, models, etc. SO..... we'll see what happens after clean up a bit. (Still wouldn't explain what I saw at work today.)

This all sounds very reasonable. And although the SA also "peeks" into your mod install, it only uses it as fall back for things it can't find in the SA install (I can tell you a cvar if you want to stop it from doing so, but let's not complicate things right now ;-) ... ). But in this case it did find a texture ;-) .. However, having your mapping stuff on a different drive somehow does not go well with my previous all-in-one explanation.

However, with your next post ...

ReD NeCKersoN wrote:Hmmmm. I'm noticing a difference in the detail of the barrel in the background. Perhaps I've stumbled onto the answer.....

and as L3th4l mentioned the settings, here is an easy test:
-rename D:\Program Files\Westernquake3\westernq3\q3config.cfg to a e.g. D:\Program Files\Westernquake3\westernq3\q3config.backup
-copy D:\Program Files\Quake III Arena\westernq3\q3config.cfg to D:\Program Files\Westernquake3\westernq3\q3config.cfg (actually, you can skip this step, since the SA will pick up the Q3A config if it can't find its own config - and save it as its own config on exit)
- check your SA again and see if the flames are ok now.
- Also, you may want to do the same on your work PC (which seems to be even cleaner than your home PC), i.e. copy your home D:\Program Files\Quake III Arena\westernq3\q3config.cfg to your work PC's Westernquake3\westernq3 folder (after possibly making a backup)

This all makes sense, as long as your mapping settings use a resolution similar or identical to your mod settings - then you see the left (smoothed) texture in mod and mapping but the right (high detail) texture in SA.

Now - I won't say much on the aethtetics (sp?), but if you really prefer the left, smoothed texture, simply smooth the textures in current wq_coyotebluff.pk3, so that everybody gets the smoothed textures even with high detail/high resolution settings.
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