Ok.. here is my latest "uber-noob" question: First off, I would like to state, for the record, that i searched for info before I posted. But i just kept finding people trying to get player models converted from the polycount website:uhoh: . I have been looking for info on using quake map objects in JKA... I tried to place the "beer and cigs" model in my map (model found here - http://fps.brainerd.net/mapmodels6.htm ) but naturally, it didn't work...:rolleyes:... all red and black... no shader... I'm sure you know what I'm talking about... I can't seem to find any tutorials on this, and i really want to trash up the alley behind the bar in my map:smokin: , so if anyone could point me in the direction of some info on using quake models in JKA (or just tell me if it's possible) I would really appreciate it... thanx :bows: --Joe P.S. If anyone knows where I could find broken bottle models, or things of that nature, for JKA, it would be very kewl if you could throw down a link... :beer:
Sounds like missing textures..... You need to find and download those q3 textures.
well... some models work and some dont.... should i just change the tga files to jpg? or will that mess things up... *sighs* if only there was a tutorial...
Well, if you look at my thread on custom textures, you will find out that all textures have to be .jpg or .tga, and they all have to be a size that is a power of tow, e.g. 64*64, 128*128, 1024*1024, etc. etc.
ahh... perhaps it's that "power of tow" that's getting me... is "the power of tow" in any way related to the "anvil of krom"? lol thanx for the 411....
? Power of two, sorry. That's what happens when you reply to a thread a minute.
lol... its ok.. I knew what you meant... and i got the beer cans working... other models aren't working yet, but I'm sure it won't be tough... thanx again..