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SYNQ: (A1) Map Retexturing 101

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  • SYNQ: (A1) Map Retexturing 101





    A1. Map Retexturing

    Use the standard Quake maps to retexture; don't use the ones included in SynQ for now.

    Every Quake map has textures compiled in the .BSP. These textures reside a WAD file (.wad) and are compiled into the map with QBSP. They can be extracted with BSP2WAD. Wad files can be viewed by a WAD editor, TexMex and Wally being the 2 that seem to be used the most often.

    The Quake Palette (the bottom 2 rows, rows 15 and 16 or colors 224 thru 256, are fullbright colors)



    You can also rewad a map using UPDBSP (download from QuakeTerminus), which will update the .bsp with the new 8-bit textures for, in particular, WinQuake style engines. To get a map out of the Quake pak0.pak or pak1.pak, use Pakscape and drag, say, dm6.bsp from pak1.pak (maps folder) to a Windows folder.

    In TexMex, if you plan on importing textures for compiling/rewadding into a map, do View -> Preferences and turn fullbright conversion OFF, otherwise you will have fullbright pixels where you don't want them!



    The textures in Quake maps are limited the 256 colors (8 bit color) in the Quake palette, but TexMex can import a 24 bit image either via the clipboard and make it fit the palette (although sometimes it will look greatly different).

    WAD textures:



    c:\quake\id1\textures external textures



    Result:



    External Textures

    Can be used by all modern engines, supports 24 bit color using .tga (preferred because it is the fastest!) or .jpg or .png.

    External textures generally go in c:\quake\id1\textures folder and have the same name as the texture in the WAD file, except for textures beginning with * must be changed to # (*teleport in wad must be #teleport.tga as an external texture).

    These are sometimes referred to as the diffuse color textures.

    Special External Textures

    LUMA/full bright. External textures can be created that have a fullbright (fullbright: glowing, unaffected by lighting so it is visible even in complete darkness) component using _luma or _glow. _luma is the more supported naming convention and will be the one used for this.

    The pixels should be black on the base external texture because the _luma layer is added to the base texture (an additive blend).

    Check out the Quake Retexturing Project to get an idea of how this works -- you will see _luma.tga files in the download that contain the fullbright component.



    Bump Mapped. Bump mapped textures giving the appear of height and depth can be created. When playing multiplayer, you really aren't going to notice this too much but this can be used to add detail to textures. This wikipedia article explains this well. For more information, really one great source is to read this thread and download the pack. DarkPlaces supports this feature; I'm not 100% certain about which other engines do.

    Map Modification

    This is another option available to "remake" the maps.

    These maps must be physically compatible with the ID originals in all ways for the purpose of the project, but nothing prevents us from splitting up some of the brushes to introduce new textures into a map -- say, adding a painting or banner on the wall of a map or putting some logos on floors or adding trim to a wallway.

    Additionally, the texture names can be altered to make it so 2 areas of a map that use the same texture can be changed so, say, stairs and a platform that previously had the same texture can use different ones.

    The maps can edited in Worldcraft 1.6 (docs | download) (don't use Worldcraft 3.3) and compiled using qbsp/light/vis on them.

    Map modification will be further down the road, I don't want to spend too much time on this now.

    More references:

    QuakeOne Navigator
    The Quake Wiki
    aguirRe's home page
    Func_Msgboard (Quake Map Development site)
    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 ...

  • #2
    Important note:

    Since "SynQ" is an all-GPL project, it is very important that any textures used to retexture maps in SynQ are either FULL public domain (somewhat common) or GPL (very rare) or entirely self-made.

    Textures that are not full public domain, self-made or GPL cannot be used in the "SynQ" project.

    One source of full public domain textures: Blender Public Domain CD-ROM download

    Four known source of GPL textures, I have been looking for more:

    Nexuiz - A GPL Quake 3ish FPS using the DarkPlaces engine
    OpenArena - A GPL Quake 3 Arena project
    OpenQuartz - What much of SynQ uses as the starting base (GPL)
    A free.wad file made by one of the contributors to OpenQuartz

    I will be keeping my eye for more public domain texture sites and more full GPL game content projects (if there any others out there).
    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
      okay, so i'm reading this as:

      a) unpak the bsp's from the original quake
      a) unwad the original quake bsp's
      b) extract the textures from the bsp's
      c) replace them with good textures.
      d) put those textures into an external folder

      should we settle on some standards at this time for simplicity later? ie. only tga's? i've never worked with tga's, but i'm not sure jpg's support bumpmapping.

      you might want to do some delegating, so that 10 people don't retexture the same level with different textures...

      Comment


      • #4
        .tga is the standard; all the formats support the bumpmapping.

        Anyone can just post the maps they want to work on, so there isn't overlap but if 2 people happen to do the same map and do it well, both versions could be included, if merited, as an option either at install time or in the Synq front-end.

        I have some tools I have developed to make some of this easier, however it could be a week before I can make them available.

        I am working on DM3 and DM6 and probably START, with lite experiments on the other maps.
        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


        • #5
          Note: For those that don't want to register with FilePlanet, Pakscape is available at http://www.quake-1.com/files/developer/pakscape-011.zip

          Don't forget www.BugMeNot.com to easily avoid registration at sites that require it.

          An example:

          http://www.bugmenot.com/view/www.fileplanet.com (FilePlanet log-ons)
          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


          • #6
            Originally posted by Baker View Post
            .tga is the standard; all the formats support the bumpmapping.

            Anyone can just post the maps they want to work on, so there isn't overlap but if 2 people happen to do the same map and do it well, both versions could be included, if merited, as an option either at install time or in the Synq front-end.

            I have some tools I have developed to make some of this easier, however it could be a week before I can make them available.

            I am working on DM3 and DM6 and probably START, with lite experiments on the other maps.

            i'm going to give e3m2 a try for my first retexturing evah.
            yeah, that's right. evah.
            which means i will be anal as f*ck, and it will take at until june.

            why did i choose e3m2? glad you asked. well my name is zen, so it's a little joke. but for those who know it offhand, it's also pretty boring looking (lots of grey), so i think it should be pretty easy to improve on.

            peace,

            Comment


            • #7
              Cool, but sure to post screenshots along the way to give ppl something to look forward too
              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


              • #8
                okay, i think i'm getting things figured out.
                been doing about 1 texture an evening watching tv... the hardest part seems to be finding which texture belongs where...haha

                here's a screenshot of a retextured e3m2 (there is one not replaced, i'm still looking for it's name) in the qrack engine... still some tweaking to do... lightening/darkening, blahblahblah. let me know if i'm on the right track!

                my plan after i get all the textures for this map done is to figure out how to bumpmap them.

                peace,
                Attached Files

                Comment


                • #9
                  I like the hand as the texture for the buttons, that's cool.

                  Here in a few days, I'll have some structure in order at synq.quakedev.com for uploading files.

                  I'm not able to tell from the screenshot, but you can use 24-bit colors outside the Quake palette for external textures.

                  Use of the external textures will be prevalent; the use of the 8-bit Quake palette-ized textures will be pretty much only used by non-GL clients (WinQuake style) for backwards compatibility.

                  External textures can be higher resolution than the equivalent natively supported textures in the .bsp files themselves.

                  If you have any questions, let me know. I am getting very close with better documentation and support infrastructure for this project.
                  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


                  • #10
                    currently i drop my textures into my id1\textures dir
                    a little about them:

                    tga format
                    ~830 KB each
                    24 bit RGB
                    ~533x533 pixels
                    i create them in 300 dpi, but they revert to 72 dpi when saved as tga

                    honestly, the screenshots don't do them justice.

                    cheers,
                    -zen
                    Attached Files
                    Last edited by kaeser; 05-07-2007, 10:46 PM.

                    Comment


                    • #11
                      i have the textures pack but i need to know where i can find the old textures so i can replace them with the new textures i have....

                      Comment

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