Archon ---> Quake. You heard right, elements of the 80's micro game archon extrapolated into the Quake universe. Get ready for a wild ride.                               (free stuff | no warranty | see disclaimer.txt | blah blah blah.)

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numbersix Author
numbersix

On the left - the native model skins - looks good.
On the right - TGA override skin - um, oops.

Though in this case the override only brighten up the skin a bit, because the default palette interprets the colors well.

I am curious as to why this ordering occurs.

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numbersix Author
numbersix

Oh right...these are alternate skins I made for Patrick Martins "Death Knight" mod to the standard Hell Knight. He gets some wicked new powers like exploding magic bolts.

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LordHavoc
LordHavoc

This bug is quite weird, I'm inspecting the tga loading in the debugger, this image has two pixels at 82,20 and 92,20 that are showing as color 0x250404 with alpha 0xDC (in other words the color is 37,4,4,220, but should be 37,4,4,255), despite loading from RGB RLE tga files which by design can not be transparent, and if I dump the data to disk from the debugger it writes it back out as RGB as well (indicating it found no transparent pixels)...

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LordHavoc
LordHavoc

Actually I was looking at the wrong file when assuming it was RGB, it is in fact RGBA as I suspected.

Your problem here is that hknight.mdl_0.tga has transparent pixels, any transparent pixels will cause the engine to render it as transparent, which is subject to only basic model origin sorting, it doesn't sort triangles so the draw order can be all wrong within the model. This also makes it not cast shadows.

Those pixels I cited are indeed slightly transparent if you zoom in on them in gimp.

Use Flatten Image in GIMP you wish it to not consider this to be transparent.

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numbersix Author
numbersix

Thanks for taking a look.
I dont remember making the sword transparent...I wonder if I wanted a transparent sword?
And I have other transparent tga and have not noticed this. I'll bet those are all 1 object models. I'll check them and see.
I have found a physics engine I might be able to use and I think I'm going to use attach to code up multiple component models like the player models in q3.

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It seems as if we have found a display issue.

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