OK, the new external texture behaviour is:
- DirectQ no longer cares where in your gamedir you put external textures; it can load them from anywhere.
- Prefix a directory name with "_" to skip all textures contained in that directory and it's subdirectories.
- The following formats are supported: .link, .dds, .tga, .bmp, .png, .jpg (also supports .jpeg) and .pcx, in load order preference.
- Loading from PK3, Zip, PAK or the filesystem is supported.
- The "_cable"/"_bolt"/"_arc"/etc convention is used to differentiate ID1 textures with the same name but different images; MD5 checksums are used to verify that the image actually is really different.
- Linked textures need not be in the same path or use the same storage type as the original .link file. Recursive links are fully supported (until you run out of stack space).
- The DarkPlaces naming convention is used for alias model and sprite skin/frame numbers (required because both s_light.mdl and s_light.spr exist in ID1).
- This applies to all texture types that are used by Quake with the exception of the particle dot, the automap "you are here" indicator, and crosshairs (some day it will apply to those too).
2 comments:
..Sounds great!
^^ what he said! ;)
Post a Comment