Nogen der har rodet med q3mme (Quake 3 Movie Maker Edition)?

Dette emne har 1 svar fra 2 deltagere, og blev senest opdateret for 59m siden af Cancerman.

04/08/2026 kl. 23:06
#0

Har brug for lidt hjælp til det. Nærmere bestemt, enemy models er usynlige.

04/08/2026 kl. 23:06#0

Har brug for lidt hjælp til det. Nærmere bestemt, enemy models er usynlige.

05/08/2026 kl. 00:59
#1

Jeg har ingen erfaring selv men AI siger (hvis du ikke allerede har spurgt den)

A few likely culprits, roughly in order of how often they bite people:

Missing player model assets. If the demo came from CPMA, OSP, Defrag, etc., and you're playing it back under Q3MME's own fs_game, the mod's pk3s (and any custom player model paks the recorded players were using) aren't in the search path. Copy the relevant pk3s into your mme folder. This is the classic "everyone's a ghost" case.

Forced model pointing at something that doesn't exist. Try cg_forceModel 0, and if you've set enemy/team model cvars, reset them to a stock model (sarge, visor). A bad model name can produce nothing rather than a fallback.

PVS culling. If you're flying a free camera away from the POV player, other players simply aren't in the demo data when the recording client couldn't see them. There's no fix in Q3MME — the information was never recorded. Symptom: players pop in and out as your camera moves, rather than being uniformly invisible.

Hidden entities in the demo editor. Q3MME lets you hide entities to clean up a shot; if you toggled that on a player number earlier in the session it stays hidden. Worth checking your hide list.

One diagnostic that narrows it down fast: are they invisible during normal demo playback in the engine, or only in the captured/rendered frames? If it's only in the output, the problem is on the capture side (alpha/depth passes, chroma settings) rather than assets.

05/08/2026 kl. 00:59#1

Jeg har ingen erfaring selv men AI siger (hvis du ikke allerede har spurgt den)

A few likely culprits, roughly in order of how often they bite people:

Missing player model assets. If the demo came from CPMA, OSP, Defrag, etc., and you're playing it back under Q3MME's own fs_game, the mod's pk3s (and any custom player model paks the recorded players were using) aren't in the search path. Copy the relevant pk3s into your mme folder. This is the classic "everyone's a ghost" case.

Forced model pointing at something that doesn't exist. Try cg_forceModel 0, and if you've set enemy/team model cvars, reset them to a stock model (sarge, visor). A bad model name can produce nothing rather than a fallback.

PVS culling. If you're flying a free camera away from the POV player, other players simply aren't in the demo data when the recording client couldn't see them. There's no fix in Q3MME — the information was never recorded. Symptom: players pop in and out as your camera moves, rather than being uniformly invisible.

Hidden entities in the demo editor. Q3MME lets you hide entities to clean up a shot; if you toggled that on a player number earlier in the session it stays hidden. Worth checking your hide list.

One diagnostic that narrows it down fast: are they invisible during normal demo playback in the engine, or only in the captured/rendered frames? If it's only in the output, the problem is on the capture side (alpha/depth passes, chroma settings) rather than assets.

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