Quake 3 Arena Player Models

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XxMayhemxX
Posts: 1
Joined: Thu Dec 10, 2009 10:37 am

Quake 3 Arena Player Models

Post by XxMayhemxX »

I downloaded a few player models for Quake 3 Arena..
I got one to show up, and i thought ok cool, i wanna do some more.
I added it in the baseq3 directory...

So i downloaded a few more, and i can only get a few to show up... Why is this?

I got Baroness player model to show at first, with all the default ones and i am able to press the -> arrow to move to the next page and select more.
I added some more player models, and i can get the page to turn.. it stays on page one, so i can only select 16 only.. it wont let me go over to see the other ones.
Why?

I read somewhere that you have to add a model/players/character namefolder inside the baseq3 directory.. is this true?
and i also read that i have to set the options in game to Force Player Models to OFF i did this also..

Still every time i delete a model or 2, a different 16 characters show up in the 16 player model list, and i cant push over to select any more..
I mean i can get 2 or 3 custom models to show, then the rest are default.. and i still cant change the page.. then when i delete a model.. and try again by restarting the game, its like a whole new list.. with all defaults and 1 or 2 diff custom models, but thats it.. and i still cant change the page with the arrow over button..
I've been googling this all day and cant find anythign about it.
DTS
Posts: 2879
Joined: Thu Jul 13, 2000 7:00 am

Re: Quake 3 Arena Player Models

Post by DTS »

Increase com_hunkmegs to 128 or something.
That's the amount of MB of RAM used for models, or maybe it's VRAM, but whatever, that should work.
Also, you don't need to use the menu to change models, you can use the console.

Edit: Or you could try 64 or something instead of 128, you might not need it that high :)
^misantropia^
Posts: 4022
Joined: Sat Mar 12, 2005 6:24 pm

Re: Quake 3 Arena Player Models

Post by ^misantropia^ »

Are you running PR 1.32c?
foralarx2k3
Posts: 306
Joined: Wed Feb 01, 2006 9:56 pm

Re: Quake 3 Arena Player Models

Post by foralarx2k3 »

@XxMayhamexX

Sorry for the delayed response (only just read your post), hopefully this will help....

My daughter loves using player models so I have a stack of them installed on her laptop (she's not a serious player so likes to just watch them running around). What you read on the model/players/[character namefolder] is correct in some cases ... I've no idea why this is, I've searched long into the night on this and never found an answer that works for everyone of them ... the one thing I will tell you is that you should add a blank text file into the character namefolder (you can call it anything, it really doesn't matter). And this will normally be enough to fix the model issue in the menu. The Marge Simpson and the Horny Dungeon Keeper model are two prime examples of models that require this fix to work.

The other two things I will tell you is that some .skin or .bot files in the pk3s have bad references that need to be fixed before they will work properly and also some of the early model pk3 files contain a bots.txt file which depending on the names of the pk3s in your baseQ3 folder may take precedence over the offical one in the pak0.pk3 (which should never be touched). If you have one of these I would recommend replacing the bots.txt file in the model's pk3 with a botname.bot file specific to just the model concerned.

If you are uncomfortable with any applying any of the fixes above or need further specfic help (maybe we could look at a couple of models that are working for you and a couple that don't and see if we can get them working), then reply back here with specifics and we'll go from there.

In answer to your question on forced player models to off, the answer is yes you do have to have this off, otherwise all bots and players will have the same model as your own player model in the game (This may not be true for some mods but certainly is for VQ3). I have the following script in my autoexec.cfg for online and offline play, this allows me to switch the setting on and off by hitting the letter "o" key.

// Set Up ForceModel Change
set cg_forceModel "0"
set fmodeloff "set cg_forcemodel 0; set fmchange vstr fmodelon; echo "^6Force ^6Model ^7Off""
set fmodelon "set cg_forcemodel 1; set fmchange vstr fmodeloff; echo "^6Force ^6Model ^7On""
set fmchange "vstr fmodelon"
bind o "vstr fmchange"

Hope this helps

Ian.
My Maps: [url=https://lvlworld.com/review/id:1911]Steep Learning Curve[/url], [url=https://lvlworld.com/review/id:1905]Reckless Abandonment[/url], [url=https://lvlworld.com/review/id:1955]The Rage[/url], [url=https://lvlworld.com/review/id:2409]The Immortal Coil[/url]
v1l3
Posts: 822
Joined: Wed Apr 02, 2003 8:00 am

Re: Quake 3 Arena Player Models

Post by v1l3 »

You can only add a certain amount of player skin...there is a limit, but it changes in some ways based on how one model can have seperate skins to it, like how Doom has "Doom/Phobos" for example. Sometimes a model will have like 3-6 skins for it. I've had mine max out where certain skins wouldn't even show up. I've never tried counting, but it changes sometimes.
I don't use the player menu..as it's not needed considering that you can change the skin in the console. To do this you have to have a list in some way to know what you've got to choose from.

I personally.. after these idea's of changing to not use the in-game I made an "\exec my_skinnames.cfg" which I used my Notepad on the comp to make the .cfg file. I then put the .cfg in my baseq3 folder. Here's what mine looks like:

echo "doom/name name= Apokalypz Chain Fireball Pappy Quakemaster"
echo "Crash/name name= Chiq Peach+ Tinsel"
echo "cobrac/name name= blue/red
echo "Imp/name name= blue/red
echo "Klesk/name name= Damager Schism
echo "Ranger/name name= Forgotten Toxic
echo "Samjai/name name= Colin Fredjai
echo "Sonic/name name= Shadow SuperSonic
echo "Stormtrooper/name name= blue/red/sandtrooper
echo "Tankjr/name name= Evilnit Prototype6 Sable Vein CarbonFiber
echo "visor/name name= Doomknight Hammer Ice
echo "xaero/name name= Minion NinjaMonk Shocker
echo "Anarki/Alien8
echo "Boiler/default
echo "Bug/default
echo "Bunker/default
echo "Cruentus/default
echo "Enforcer/default
echo "Flamer/default
echo "Guard/default
echo "Keel/Daemon_knight
echo "LDeath/default
echo "sarge/shocker
echo "Shebaz/default
echo "uriel/hma"

..then I binded \bind b "exec my_skinnames so when I'm in-game I hit the "b" key and all of that shows up in the console. Then type \model doom\chain for example. Some of those models in there have more skins, but I took some of the skins out of their .pk3's becuase I was having the problems that you're having. The Bug model for example has 7 skins in it , and I removed all of them except the default skin to make room. I don't expect for you to know how to do this stuff, but this is you're problem, and this is how I fixed it.
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