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New Quake 1 textures

 
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asdqwe



Joined: 05 Apr 2009
Posts: 24

PostPosted: Tue Apr 14, 2009 3:17 pm    Post subject: New Quake 1 textures Reply with quote

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

PostPosted: Tue Apr 14, 2009 3:19 pm    Post subject: Reply with quote

your going to need wally, worldcraft and the quake 1 adapter
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Spirit



Joined: 20 Nov 2004
Posts: 476

PostPosted: Tue Apr 14, 2009 4:12 pm    Post subject: Reply with quote

You don't need those. You only need Wally. Create a new Quake wad and import them.
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asdqwe



Joined: 05 Apr 2009
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PostPosted: Tue Apr 14, 2009 4:19 pm    Post subject: Reply with quote

@ 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
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PostPosted: Tue Apr 14, 2009 5:08 pm    Post subject: Reply with quote

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. Smile

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...
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asdqwe



Joined: 05 Apr 2009
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PostPosted: Thu Apr 16, 2009 11:16 am    Post subject: Reply with quote

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

PostPosted: Thu Apr 16, 2009 11:33 am    Post subject: Reply with quote

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.
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Spirit



Joined: 20 Nov 2004
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PostPosted: Thu Apr 16, 2009 1:50 pm    Post subject: Reply with quote

And you can extract textures lossless from .bsp files with (I think) Texmex and QuArK (rightclick the Mipsomething and export).
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Lardarse



Joined: 05 Nov 2005
Posts: 243
Location: Bristol, UK

PostPosted: Thu Apr 16, 2009 6:50 pm    Post subject: Reply with quote

Texmex will, yes.
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asdqwe



Joined: 05 Apr 2009
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PostPosted: Fri Apr 17, 2009 1:01 pm    Post subject: Reply with quote

Thanks!
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