The IQM pipeline experiment of making vweps along with the player model has proven to be a failure

Even worse when I can't define skin paths explicitly at any part of it, so I have to drag my PCX's into the root.

Ideally i'd want every vwep to use the same texture page from a specially crafted 256x256 models/weapons/world.pcx for the world and vwep models to use. To save a lot of memory and switching. Q2's data is rather inefficient, a total media from-scratch-do-over just io see better crusher.dm2 benchmarks would be interesting. I'd do the same to projectiles (one texture would have laser, rocket, grenades, and "hellrot" bomb) puffs, and ammo pickups.
and before you ask, no,
I am not making an elf game(although she's out of place, it didnt stop the Q2 DM community from being
LITTLE FAERIES 86% of the time(and badly animated cows)). This is the only readily available animated 2.6x rigify model I used to test. Its pipeline is IQM > MD3 > MD2. I have to convert to MD3 first because apparently -mdlnobase doesn't work (Noesis).
I won't be able to use the IQM pipeline for some models like explosions in which a vertex morph sequence is ideal to drive them.
(I should really pack her and that shotgun weapon into a blend file so taniwha might have a look)