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  • Custom textures in MP Quake

    I'd like to use a custom texture set in a Quake MP map I'm working on. The textures are for Q3A and in tga format. What's the best way to use and distribute them with a Quake (1) map?

    1) I guess I need to convert them to wal format and maybe put them into a wad file first. Which programs can I use for this?

    2) I read that the best way to distribute them is to compile them into the bsp using half-life tools. Which tools exactly allow me to do this?

    4) How do I use custom skyboxes? It doesn't seem to work the way it does in q2/q3 (and is described here) with tga files and proquake. Which texture format do I have to use?

    4) Will the finished map work with all up-to-date engines or will some people be unable to play the map if I use custom textures?

    Thanks & greetings,
    dfsp*spirit
    my FPS maps

  • #2
    1.> Try FIMG http://www.inside3d.com/frikbot/fimg/fimg_v02.zip
    it handles .wad files and images. Also try TExMEX http://quakeone.com/files/getfile/22

    2.> distribution will break some copyrights so no "tool" can void that, unless they are GPL of course.

    4.1> ProQuake doesnt handle skyboxes. Skyboxes arent in the scope of that port. Though you can use worldspawn key of 'sky myskybox' for fitzquake, qrack, darkplaces, etc... to load them specifically with use of your map.

    4.2> If you convert the textures to Quake pallete colors, and incorporate them into the .wad file for he map, then it should work on all engines, using external file formats will work on the majority of engines and look 10x. Depends if you want it to look like Quake3 or Quake1 with a different style.
    Last edited by R00k; 09-04-2010, 09:08 AM.
    www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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    • #3
      Proquake does do skyboxes, it says so on the site and in the readme. I can't remember the specifications for it though, i believe it has to be in the quake palette, a specific size [256x256?] and something about being initiated in world-spawn perhaps.

      If Baker rolls by he'll most likely know what everything is (because he did put it together himself).

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      • #4
        One option would be using textures2quake, which will make a Quake paletted version of the q3a texture set at 50% resolution (it also resolves any potential naming issues).

        textures2quake

        The high resolution textures will have to be external.

        So you'd have "mymap.wad" with the Quake paletted q3a textures and then a folder of the original sized textures.

        All engines would be able to run your map; engines without external texture support like ProQuake simply wouldn't use the external textures.

        Skyboxes are indicated by worldspawn and are also external. (ProQuake supports skyboxes of any size up to 1024x1024, but 512x512 tga is the standard).

        If you need any real help, private message me and I'd be willing to do the texture conversion for you.
        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
          Thanks for all that info!

          I'll try it myself and ask again if I encounter problems.

          (The textures are not stock q3a textures btw, it's a custom pack that allows redistribution in the readme file.)

          EDIT: Ok, I managed to convert the textures using texture2quake and put them into a wad using texmex. And they show up in-game.
          Last edited by dfsp_spirit; 09-04-2010, 04:41 PM. Reason: update
          dfsp*spirit
          my FPS maps

          Comment


          • #6
            Originally posted by dfsp_spirit View Post
            Thanks for all that info!

            I'll try it myself and ask again if I encounter problems.

            (The textures are not stock q3a textures btw, it's a custom pack that allows redistribution in the readme file.)

            EDIT: Ok, I managed to convert the textures using texture2quake and put them into a wad using texmex. And they show up in-game.
            Keep all the high resolution renamed ones that textures2quake made.

            Those are your ready to use replacement textures for Qrack, FitzQuake, DarkPlaces and presumably DirectQ. You know ... the high res look for supporting engines.
            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


            • #7
              Yeah, I got that and kept them.

              It's pretty cool that your tools scales the textures for Quake by 50% btw, this way I don't have to change the texture scaling on 90% of the walls in the map.
              dfsp*spirit
              my FPS maps

              Comment


              • #8
                If you're converting textures, make sure that you have a good read of this before releasing anything: Software vs GLQuake: Fullbrights

                (Although I assume that Baker's tool handles the necessary palette mangling automatically).
                IT LIVES! http://directq.blogspot.com/

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                • #9
                  Thanks for the heads-up, I just read the article it. And I'm slowly getting the impression that I shouldn't use any custom content at all with Quake 1...
                  dfsp*spirit
                  my FPS maps

                  Comment


                  • #10
                    Originally posted by mhquake View Post
                    If you're converting textures, make sure that you have a good read of this before releasing anything: Software vs GLQuake: Fullbrights

                    (Although I assume that Baker's tool handles the necessary palette mangling automatically).
                    My tool strips fullbrights and converts them to regular colors.

                    Originally posted by dfsp_spirit View Post
                    Thanks for the heads-up, I just read the article it. And I'm slowly getting the impression that I shouldn't use any custom content at all with Quake 1...
                    Bullshit!

                    A good set of external textures, .lit files or skyboxes liven up the atmosphere.

                    The map Hellchepsout by JPL is an example of great lit file usage.

                    I have an in-progress and on-hold awesome Q1 map that uses replacement textures fully and looks 4x as good with the replacement textures.

                    Add: some multiplayer maps like Schloss by Jago came with custom replacement textures.
                    Last edited by Baker; 09-08-2010, 12:33 PM.
                    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


                    • #11
                      Yeah, I've seen some good ones myself.

                      And I didn't know you're making maps Baker. SP or MP?
                      dfsp*spirit
                      my FPS maps

                      Comment


                      • #12
                        Originally posted by dfsp_spirit View Post
                        Yeah, I've seen some good ones myself.

                        And I didn't know you're making maps Baker. SP or MP?
                        Single player.

                        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


                        • #13
                          You just need to be a little careful about how you use external content, that's all. Do some research on how the engine handles things, test in a few different engines to be certain that what you're doing has the best possible chance of working right, then go for it!
                          IT LIVES! http://directq.blogspot.com/

                          Comment


                          • #14
                            Originally posted by mhquake View Post
                            You just need to be a little careful about how you use external content, that's all. Do some research on how the engine handles things, test in a few different engines to be certain that what you're doing has the best possible chance of working right, then go for it!
                            While what MH said is true, dfsp_spirit I am a fan of your approach to mapping and am willing to assist you in any way possible to achieve your goals.

                            Just ask for help and you'll always get it from me.

                            I love the way you think about mapping (GPLing the sources, bot way points, loc files, NetQuake and Quakeworld thinking, Q3 type of thinking).

                            In my book, you have the diverse thinking seldom seen in Quake mapping from a large point-of-view spectrum. And I like it!
                            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


                            • #15
                              What he said! ^^

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