Page 1 of 1

How can I make Quake's texture WAD and MDL in 2014 ?

Posted: Thu Jul 03, 2014 4:59 pm
by motorsep
So I have this idea of making use of TrenchBroom 1.1 (before "new arch" branch gets support for Doom 3 and released) into quick block out level editor for Doom 3. Converting quake 1 map into doom 3 map is not an issue (or at least it doesn't appear to be an issue at this moment).

The issue is making Quake texture wad and MDL files from my assets for idtech 4 engine.

Any ideas about tools I can use? (I use TGA for textures and Blender for 3D modeling).

Thanks!

Re: How can I make Quake's texture WAD and MDL in 2014 ?

Posted: Thu Jul 03, 2014 5:30 pm
by motorsep
Ok, it seems like there is an add-on for Blender http://wiki.blender.org/index.php/Exten ... /Quake_mdl
Will check it out.

Now just need some current WAD tool.

Re: How can I make Quake's texture WAD and MDL in 2014 ?

Posted: Thu Jul 03, 2014 8:51 pm
by goldenboy
There isn't really a "current" wad tool to my knowledge. I personally still use Wally. It can generate Quake wads from a number of image formats I think. Quake terminus should have it.

Re: How can I make Quake's texture WAD and MDL in 2014 ?

Posted: Thu Jul 03, 2014 9:06 pm
by motorsep
What about QuakeForge ? I downloaded a tool pack, and it has some WAD tool in there (.exe). Have you tried that one?

Re: How can I make Quake's texture WAD and MDL in 2014 ?

Posted: Sat Jul 19, 2014 1:41 am
by leileilol
There's also a wad tool here, qpakman, which takes a directory of PNGs and makes quake wads. It can also make paks

andrewj coded this overlooked tool of excellence years ago


(fart and wav2voc concern BUILD so ignore those)

Re: How can I make Quake's texture WAD and MDL in 2014 ?

Posted: Sun Jul 20, 2014 7:02 pm
by qbism
from the readme:
There are also textures which contain "full bright" pixels,
palette colors in the range 224-255 which are never drawn
darker (e.g. in shadows). To support this feature, QPakMan
saves textures containing full bright pixels with a "_fbr"
suffix (for example "tlight03_fbr.png"), and will only use
full bright pixels while packing if that suffix is present.

Brilliant!

Re: How can I make Quake's texture WAD and MDL in 2014 ?

Posted: Sun Aug 03, 2014 11:56 am
by SusanMDK
I have Pakexplorer to open the pak files. Wally and Slade3 for wads, although Slade3 is more Doom oriented, but can open (and save?) Quake wads. Wally has some trouble with the gfx.wad. I've used FIMG for sprites.

Also if you're using Paint Shop Pro, and make paletted textures, it's possible that you can't draw with any duplicated palette colors. It will always use the first index with that color. Not entirely sure how it treats images done with something else that contain duplicated colors. I have version X3, no idea if all version of PSP behave this way. X4 is probably worse, at least it opens all Quake2 pcx files with greyscale colors.

Re: How can I make Quake's texture WAD and MDL in 2014 ?

Posted: Mon Apr 06, 2015 1:03 am
by Madfox
It may sound strange, but when using the old Quark4.7 you can open a new map,
go to the texture box, select all textures with the mouse and export them to a wad file.
The same editor has an mdl editor (the only one for I know) that opens the pak file
and extracts any mdl file you want.