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exporting/editing existing textures in a quake 1 mod

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  • exporting/editing existing textures in a quake 1 mod

    I can safely open Quake 2 .pcx images in Digital Image 2006 but not photoshop


    For a quake 1 mod called Hexen 2 I'm trying to export textures into .tga files from both maps and models for a newer game.

    I downloaded some tools and after a few hours i found how to extract textures from the .bsp .pak and .wad files
    I can export into .pcx .mm .tga
    how ever i get this and don't know how to fix it.

    Its should be a grayish stone work with gold and red trimmings
    Last edited by DIGI_Byte; 12-15-2008, 08:40 PM.

  • #2
    it might be an increase in the amount of colors used, going from 8-bit to 24-bit can screw things up

    but i don't know if that's the prob

    Comment


    • #3
      You might be better off asking that question at Inside3d.com.

      I don't think anyone here except for QuadRaptor even knows the names of any Quake 2 monsters or weapons
      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 ...

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      • #4
        this is for a Quake 1 mod, I think it hasto do with the colour pallete but i don't know how to fix that

        even the exporter tools that extract these images display the image like this

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        • #5
          Ah, ok.

          Hexen 2, as far as I know, isn't 100% quite a Quake 1 mod. There are some differences to the engine.

          I still think you'd be better off asking at Inside3D where some people would be familiar with the Hexen 2 specifications.

          In fact, at least one person there has a great deal of experience with Hexen2.

          http://www.moddb.com/games/haktoria/images/hakdm11
          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 DIGI_Byte View Post
            I can safely open Quake 2 .pcx images in Digital Image 2006 but not photoshop


            For a quake 1 mod called Hexen 2 I'm trying to export textures into .tga files from both maps and models for a newer game.

            I downloaded some tools and after a few hours i found how to extract textures from the .bsp .pak and .wad files

            Unless you are just going to play that "newer game" by your self and you own a copy of the games your ripping your textures from, it will infringe some copyrights if you try to distribute anything that contains IP, modified or not.

            That said, why not convert to GREYSCALE before you convert the file format, then go back and touch up the areas you want.
            www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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            • #7
              problem solved, the quake exporters were reading the images with a quake 1 palett and Hexen had a custom palett

              so i replaced and renamed the "quake palett.lmp" in the extractor with one found in hexen2 under pak0.pak/gfx/palett.lmp

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