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ajay

Joined: 29 Oct 2004 Posts: 295 Location: Swindon, UK
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Posted: Fri Jul 14, 2006 6:26 pm Post subject: dp textures |
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I'm planning on making a (predominately) darkplaces only mod, and want to use those fancy-mdoern-day-what-all-the-cool-kids-are-using type textures, like bump and gloss and their mate norm. I have some questions, each one more uninformed than the last, and each one revealing more of exactly how little I know.
First question:
Am I right in thinking that the textures need to be arranged thus:
modname/textures/
and named:
/texturename.tga
/texturename_gloss.tga
/texturename_bump.tga
/texturename_norm.tga
?
Second question:
So for a gloss map texture I'd need both:
/texturename.tga
/texturename_gloss.tga
?
Third question:
To use this texture when mapping, would I also need a "normal-quake" version to use within the editor (Worldcraft), that would be overridden by darkplaces
?
Fourth question:
Where is there a good respository for such textures, specifically city, building type ones
?
Thanks, cheers and all the best to anyone at QEXPO
ajay _________________ my site |
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LordHavoc
Joined: 05 Nov 2004 Posts: 243 Location: western Oregon, USA
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Posted: Sat Jul 15, 2006 6:50 am Post subject: Re: dp textures |
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ajay wrote: | I'm planning on making a (predominately) darkplaces only mod, and want to use those fancy-mdoern-day-what-all-the-cool-kids-are-using type textures, like bump and gloss and their mate norm. I have some questions, each one more uninformed than the last, and each one revealing more of exactly how little I know.
First question:
Am I right in thinking that the textures need to be arranged thus:
modname/textures/
and named:
/texturename.tga
/texturename_gloss.tga
/texturename_bump.tga
/texturename_norm.tga
?
Second question:
So for a gloss map texture I'd need both:
/texturename.tga
/texturename_gloss.tga
? |
Yes, for map textures.
Please read DP_GFX_EXTERNALTEXTURES in the dpextensions.qc file, it's a very technical piece of documentation but it explains the naming of things.
ajay wrote: |
Third question:
To use this texture when mapping, would I also need a "normal-quake" version to use within the editor (Worldcraft), that would be overridden by darkplaces
? |
Yes Quake editors need a wad archive containing textures to use in the map, and these textures are compiled into the resulting .bsp file, the engine looks at their size for how big to make them in the game world, and then checks if any external images should replace their image portion (but their size remains in effect for how big the 'tiles' are).
Quake3 map editing environments (such as GTKRadiant 1.5 with the DarkPlacesPack) prefer them in the original tga format in a subdirectory of textures, such as quake/modname/textures/ajay/bluebrick.tga
ajay wrote: | Fourth question:
Where is there a good respository for such textures, specifically city, building type ones
?
Thanks, cheers and all the best to anyone at QEXPO
ajay |
People have been wondering about good repositories for textures for a long time I'm afraid
Grab anything you like from Nexuiz (it's all GPL, even the art). |
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Baker

Joined: 14 Mar 2006 Posts: 1538
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Posted: Sat Jul 15, 2006 7:03 am Post subject: |
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Spirit has very good textures archive:
http://wads.quaddicted.com/
It's not 24 bit, the textures are the 8-bit Quake palette type |
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spamalam

Joined: 10 Jul 2006 Posts: 30
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HeadThump
Joined: 14 May 2006 Posts: 74 Location: Zin
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Posted: Mon Jul 17, 2006 8:19 pm Post subject: |
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There you go, Wally is a much better solution fo that sort of thing. |
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