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How to use 24bit textures

 
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fuh
Almighty King


Joined: 07 Sep 2002
Posts: 2086

PostPosted: Sat Sep 07, 2002 4:17 am    Post subject: How to use 24bit textures Reply with quote

You need to download 24bit textures and put them in the right directory.

Textures for maps go in qw/textures/mapname . For example, if you download dm4 textures, you put the files in qw/textures/dm4 .

Textures for bsp elements (ammo/health etc) go in qw/textures/bmodels.

Textures for models (model skins) go in qw/textures/models .

Textures for sprites go in qw/textures/sprites.

conbacks go in qw/gfx/ or qw/textures/gfx

conchars go in qw/ or qw/textures

wad pics go in qw/textures/wad

menu etc pics (.lmp's) go in qw/textures/gfx

Check out the FuhQuake Installer here.


Last edited by fuh on Mon Jan 12, 2004 8:32 pm; edited 2 times in total
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Massa



Joined: 19 Sep 2002
Posts: 196
Location: Germany

PostPosted: Fri Oct 18, 2002 9:13 pm    Post subject: Reply with quote

I thought I understood your placement-strategy for the textures.
But now you're telling to put the model-skins for the monsters under id1/textures I'm a little bit confused.

So, can you please explain the search strategy of fuhquake when looking for a texture?

Is for example possible, to have some kind of "default" textures which are not map dependend and could be overwritten with map specific ones?
I mean e.g. to put a "ground1_2.png" directly in the textures-directory?

If loading a map "dm3" and searching for a specific texture, in my oppinion Fuhquake should have the following strategy:
Arrow Search first in gamedir/textures/dm3
Arrow if not found in gamedir/textures,
Arrow if not found in qw/textures/dm3,
Arrow if not found in id1/textures/dm4,
Arrow if not found in qw/textures and then
Arrow if not found in id1/textures
Arrow if still not found it uses the default-textures (not 24-bit) of the map.

Arrow first look in corresponding *.pak-files (with similar inpak-directory strategy) and then in the directories itself...
Arrow And also there must be a strategy about the file-formats (first png, then jpg, then jpeg, then tga?)...

Is this the way FuhQuake works?
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fuh
Almighty King


Joined: 07 Sep 2002
Posts: 2086

PostPosted: Fri Oct 18, 2002 9:26 pm    Post subject: Reply with quote

the way it works is too complicated and I can't be fooked explaining it. you have to look at source to understand, its evry complicated. basically you can put it anywhere sensible and it will work. in fact it's pretty close to what you said, except it searches in all the qw/bleh directories before it starts looking in id1/bleh. and it goes tga->png->pcx , but im going to take out pcx because png does everything pcx does plus more.
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Massa



Joined: 19 Sep 2002
Posts: 196
Location: Germany

PostPosted: Fri Oct 18, 2002 9:36 pm    Post subject: Reply with quote

Quote:
in fact it's pretty close to what you said

That's fine, then I understand the basics of your strategy Smile

And what about the "default" map-textures if none are present in the map-directory?
Is this also working as I expected?
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fuh
Almighty King


Joined: 07 Sep 2002
Posts: 2086

PostPosted: Fri Oct 18, 2002 9:38 pm    Post subject: Reply with quote

yeh of course
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Massa



Joined: 19 Sep 2002
Posts: 196
Location: Germany

PostPosted: Fri Oct 18, 2002 10:24 pm    Post subject: Reply with quote

Fine!

And here's my last question (for now Wink):
it seems, that jpg is not supported any longer (v0.24build 225)
(or at least for map-textures). Is that true?

I'm asking because I put a texture of my own in a map-directory as "name.jpg" and it didn't work;
as "name.png" it works (but is of course a lot bigger in size)...
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fuh
Almighty King


Joined: 07 Sep 2002
Posts: 2086

PostPosted: Fri Oct 18, 2002 10:27 pm    Post subject: Reply with quote

jpeg's were never supported for textures because I don't like them. Show me one decent commercial game that stoops so low as to ship with textures using lossy compression.
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impaqt
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PostPosted: Tue Nov 26, 2002 2:08 am    Post subject: Reply with quote

Nearly every q3 engine based game ships with both tga and jpg textures.
Including q3 itself.
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PostPosted: Wed Dec 11, 2002 5:36 pm    Post subject: Reply with quote

he said name one DECENT gamme Razz
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Nosfer4tu
Guest





PostPosted: Tue Dec 24, 2002 10:49 am    Post subject: Reply with quote

Hi again!
Got that conbacks working! Thx!
But here´s another question : i wanna put some numbers that i saw on bugsy´s site. But if they are in .pcx form where should i put to get them workin´
http://qwtf.ausfortress.com/oztf.php?page=files
Question
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