[MacGLQuake] Re: QuakeWorld Skins
pOx
pox@planetquake.com
Sat, 29 Jul 2000 14:50:54 -0400
This should fix the QuakeWorld skin problem...
After some putzing around I discovered that the bits holding the image
dimensions need to be rotated to get the right value on a Mac - in
'QW/client/skin.c' go to the 'Skin_Cache' routine and find this part:
//
// parse the PCX file
//
pcx = (pcx_t *)raw;
raw = &pcx->data;
Right below that, add these two lines to rotate the bits:
pcx->xmax = ( (pcx->xmax>>8) | (pcx->xmax<<8) );
pcx->ymax = ( (pcx->ymax>>8) | (pcx->ymax<<8) );
I'm not sure if there's a more 'proper' way to do this but it seems to work
fine.
NOTE: I'm not sure when David will have time to add these changes to the
official build, but if anyone wants the executables containing this fix (and
the others I recently mentioned), feel free to email me at
pox@planetquake.com - Do note that I've only tested these builds with a
Voodoo3 2000 PCI with beta12 drivers on MacOS 9.0.4 - your mileage may vary.
pOx
--
> From: Nicholas Lamkins <nickl@reflexnet.net>
>
> Anyone else seeing the problem with white, invalid skins in TeamFortress and
> other QW mods? (I think... I only play TF. Barely touch any other mods or
> even QW DM.)
>
> on 07/27/2000 12:15, pOx at pox@planetquake.com wrote: