Custom Textures With Darkplaces And QuArK
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Custom Textures With Darkplaces And QuArK
So, i have made some textures, that exceds the amount of colours in the quake palette, thus i can not use it in quake. I use darkplaces and im wondering, is it possible to make a .wad of this texture and thus using it in darkplaces? I also have a .wad making/editing program named TexMex.
- Karall
- Posts: 128
- Joined: Thu Jul 15, 2010 5:23 pm
You have to make crappy Quake-paletted versions of the textures (using TexMex or something like that) and use them in the map. Then if you save your high-quality versions of the textures with the right filenames, they will replace the crappy textures in the map when you run it with DarkPlaces.
If your map texture is called "hello", then save the high-quality version as "textures/hello.tga" inside your mod directory. (So like "c:\quake\moddir\textures\hello.tga".)
For more info open dpextensions.qc and look up "DP_GFX_EXTERNALTEXTURES".
If your map texture is called "hello", then save the high-quality version as "textures/hello.tga" inside your mod directory. (So like "c:\quake\moddir\textures\hello.tga".)
For more info open dpextensions.qc and look up "DP_GFX_EXTERNALTEXTURES".
F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe.
- Sajt
- Posts: 1215
- Joined: Sat Oct 16, 2004 3:39 am
You have to make crappy Quake-paletted versions of the textures (using TexMex or something like that) and use them in the map. Then if you save your high-quality versions of the textures with the right filenames, they will replace the crappy textures in the map when you run it with DarkPlaces.
If your map texture is called "hello", then save the high-quality version as "textures/hello.tga" inside your mod directory. (So like "c:\quake\moddir\textures\hello.tga".)
For more info open dpextensions.qc and look up "DP_GFX_EXTERNALTEXTURES".
If your map texture is called "hello", then save the high-quality version as "textures/hello.tga" inside your mod directory. (So like "c:\quake\moddir\textures\hello.tga".)
For more info open dpextensions.qc and look up "DP_GFX_EXTERNALTEXTURES".
- Goldgosting
- Posts: 2
- Joined: Wed Mar 02, 2011 5:44 am
Clever, Roboto san. But that's not enough.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC
(LordHavoc)
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frag.machine - Posts: 2090
- Joined: Sat Nov 25, 2006 1:49 pm
Not that smart, actually. It's just copying old posts in the thread.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC
(LordHavoc)
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frag.machine - Posts: 2090
- Joined: Sat Nov 25, 2006 1:49 pm
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