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  • Wad to Bsp?

    After editing a texture, and saving it as a .wad file i am stumped on how to get that texture into quake 1. saved it as E1M1.wad.

    How would i go about doing this?

    [What i tryed to do]

    Exported one of the textures as a bmp. made an original aswell

    Drew a green line across the texture, so id know were it is.

    saved it as E1M1.bsp and over wrote the original.

    The edited texture isnt showing up anywere.. when i run dark places

    Thanks,
    quake.exe
    Last edited by Quake.exe; 05-11-2011, 06:22 PM.
    Gentlemen. Good news in the war against the Strogg. A lone marine battled through enemy lines and killed the Strogg's leader, the Makron. He's also disabled the planetary defence guns, so it's a ground-pounder's war from here on in. General Harper wants us to clear out a landing site for a mobile communications center and -
    [the dropship is hit by a missile]

  • #2
    Originally posted by Quake.exe View Post
    After editing a texture, and saving it as a .wad file i am stumped on how to get that texture into quake 1. saved it as E1M1.wad.

    How would i go about doing this?

    [What i tryed to do]

    Exported one of the textures as a bmp. made an original aswell

    Drew a green line across the texture, so id know were it is.

    saved it as E1M1.bsp and over wrote the original.

    The edited texture isnt showing up anywere.. when i run dark places

    Thanks,
    quake.exe
    It doesn't work like that. Quake does not use external wads. You must recompile the textures into the map itself as the .bsp contains all of the textures.

    Plan B: You can save the textures as .tga to quake\id1\textures with names like wizmet5.tga and DarkPlaces will use the replacement textures over the textures in the map. This is the most wise path.
    Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

    So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

    Comment


    • #3
      ii dont understand.. i dont have a Textures file in ID1 i have map files wich are bsp's..

      So as you said, i save them as a .tga, then what? were do i put the .tga file? import it back into texmex?
      Gentlemen. Good news in the war against the Strogg. A lone marine battled through enemy lines and killed the Strogg's leader, the Makron. He's also disabled the planetary defence guns, so it's a ground-pounder's war from here on in. General Harper wants us to clear out a landing site for a mobile communications center and -
      [the dropship is hit by a missile]

      Comment


      • #4
        Originally posted by Quake.exe View Post
        ii dont understand.. i dont have a Textures file in ID1 i have map files wich are bsp's..

        So as you said, i save them as a .tga, then what? were do i put the .tga file? import it back into texmex?
        You can manually create the folder you don't have and put you new images in there so that DarkPlaces can see it. You should know everything you need to know about the engine that you choose, in your case DarkPlaces. So what do you do? You go to the website and read. I don't use DP myself, but I typed 'darkplaces' in Google and I soon found this page which contains the answers:
        LordHavoc's DarkPlaces Quake Modification

        Conclusion:

        Replacing textures in specific maps:

        quake/id1/textures/e1m1/ecop1_6.tga


        Replacing textures in all maps:

        quake/id1/textures/quake.tga

        (these are just examples, replace that .tga with YOUR .tga)

        Comment

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