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Making 32-bit non-shader water textures in DP?

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  • Making 32-bit non-shader water textures in DP?

    Hello all

    Just had a quick question in regards to making 32 bit water textures in quake. In Darkplaces I understand you simply name your tga or JPG texture the same as the the wad name and dump it in the /textures folder and presto.

    However I was curious as how you make a water/lava/slime texture. For example the name of a texture in quark's texture browser is "*water". Windows does not allow you to put a "*" in a file name, so I cant get my 32-bit water to show up ever.

    Any help would be much appreciated.

    thank you!

  • #2
    The standard is to replace the '*' with a '#'.
    IT LIVES! http://directq.blogspot.com/

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    • #3
      Thanks a lot!

      Works like a charm

      I am still stumped with the sky texture however, is there anything special for that or is a skybox or shader required for that as well?

      thanks for your help so far MH

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      • #4
        I've tried using #sky_testsky.jpg #sky#_testsky.jpg and simply sky_testsky.jpg, is there another filename variant that can read the jpg as the actual sky texture?

        a little stumped here I suppose.

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        • #5
          Doesn't seem to be anything special for them. In my .../quake/id1/textures folder I have:
          sky1.tga
          sky1_alpha.tga
          sky1_solid.tga

          Alpha is the clouds, solid is the sky behind them.
          The sky1.tga is both of them together side by side.

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