View Full Version : Skin Name Exceeds MAX_QPATH?
10-08-2003, 05:57 AM
I've set up my vehicle model as correctly as I can with a .veh file, a .npc file and *driver tag, but when I try
/npc spawn vehicle myvehiclename
Skin Name Exceeds MAX_QPATH
Please help me solve this. I am but steps away from adding a new vehicle for Jedi Academy.
10-08-2003, 06:22 PM
could you post the skin file pls?
10-08-2003, 07:22 PM
No Problem - will have to wait till tonight though as I'm at work & file is at home :(
10-08-2003, 07:30 PM
Ok, no prob, I'm at work too. Btw, here's my icq 39894605, this will make our communication a lot easier.
10-08-2003, 07:46 PM
Sorry. I neither have nor use an ICQ prog!
Strange really but I've never had the need!!!! :)
10-09-2003, 02:10 AM
I am having the same problem with a skin for a swoop... same message. All I can get to show up is a swoop that is untextured... just a white swoop with no markings. Can anyone help?
10-09-2003, 02:16 AM
working on the problem - will get back when have a solution
10-09-2003, 03:58 AM
10-10-2003, 03:10 PM
O.K. here's the solution to get rid of the Skin Exceeds MAX_QPATH error :)
I was building all my stuff in D:games/lucasrts/Jedi_Academy/GameData/Base/Models/Players/*modelname*
and even though I set all the path names in the .qc file and skin file etc to just models/players/*modelname*, for some reason, the compiler still takes into account all the other stuff!
Since the MAX_QPATH is apparently only 64 characters this was causing the problem.
So smiply create the directory structure C:models/players/*modelname*
and put everything in there
then compile the model
(NOTE: the textures won't show up in MD3 view properly)
Export the GLM
Then shift the folder to your Jedi_Academy folder and everything should show up properly!!!
May need to experiment with it a bit.
However, now, while I no longer get the error, my model still spawn invisible and crashes the game when I try to get on it!
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