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asdqwe
Joined: 05 Apr 2009 Posts: 24
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Posted: Tue Apr 14, 2009 3:17 pm Post subject: New Quake 1 textures |
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I have a folder with new Q1 textures, already converted to the Quake pallette. Now where can I store them to be able to use them in my maps? In what kind of file? |
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ceriux

Joined: 06 Sep 2008 Posts: 968 Location: Florida, USA
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Posted: Tue Apr 14, 2009 3:19 pm Post subject: |
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your going to need wally, worldcraft and the quake 1 adapter _________________ QuakeDB - Quake ModDB Group |
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Spirit

Joined: 20 Nov 2004 Posts: 476
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Posted: Tue Apr 14, 2009 4:12 pm Post subject: |
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You don't need those. You only need Wally. Create a new Quake wad and import them. _________________ Quake Maps |
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asdqwe
Joined: 05 Apr 2009 Posts: 24
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Posted: Tue Apr 14, 2009 4:19 pm Post subject: |
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@ Spirit: OK... How do I import them??
BTW I'm using QuArK, could you tell me how to do it in this package? |
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Spirit

Joined: 20 Nov 2004 Posts: 476
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Posted: Tue Apr 14, 2009 5:08 pm Post subject: |
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In Wally: File -> Batch Conversion, (put a * into the "Image Wildcards" field if it does not work without), choose "New Package": "Quake1 (WAD2)". Click go.
Save that file.
Then in QuArK:
Go to the textures browser. Edit -> Import files -> Import (copy) files. Choose your .wad file. Later Quark will ask about some changes, save them.
PS: In QuArK the "Make file links" option is broken, it will forget the wad on next start. Yes, annoying. Don't import too many textures or it will get super slow on starting... _________________ Quake Maps |
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asdqwe
Joined: 05 Apr 2009 Posts: 24
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Posted: Thu Apr 16, 2009 11:16 am Post subject: |
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BTW, I understand that Quake's textures aren't in a wad file (file gfx.wad is tiny) but _in the levels themselves_.
How did they do it?
How could _I_ integrate my textures in my levels, so I won't have to distribute the .wad file, too? |
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Spike
Joined: 05 Nov 2004 Posts: 944 Location: UK
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Posted: Thu Apr 16, 2009 11:33 am Post subject: |
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Textures only need to be in a wad file so that qbsp can find them.
Once qbsp has been run, you no longer need the wad file, and could delete it if you really wanted to, before lighting/vising the map.
You never need to distribute your wad files.
gfx.wad does not contain any map textures. _________________ What's a signature? |
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Spirit

Joined: 20 Nov 2004 Posts: 476
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Posted: Thu Apr 16, 2009 1:50 pm Post subject: |
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And you can extract textures lossless from .bsp files with (I think) Texmex and QuArK (rightclick the Mipsomething and export). _________________ Quake Maps |
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Lardarse

Joined: 05 Nov 2005 Posts: 243 Location: Bristol, UK
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Posted: Thu Apr 16, 2009 6:50 pm Post subject: |
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Texmex will, yes. |
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asdqwe
Joined: 05 Apr 2009 Posts: 24
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Posted: Fri Apr 17, 2009 1:01 pm Post subject: |
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Thanks! |
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