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Editing Textures
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Some [[Engines|source ports]] enable the use of external textures by replacing the images supplied from the WAD with image files in the game directory. This allows for a much broader range of color, not limited by the standard palette of Quake. | Some [[Engines|source ports]] enable the use of external textures by replacing the images supplied from the WAD with image files in the game directory. This allows for a much broader range of color, not limited by the standard palette of Quake. | ||
==File format== | ==File format== | ||
− | While some engines are capable of replacing textures with many different image types, most engines specifically require | + | While some engines are capable of replacing textures with many different image types, most engines specifically require the [https://en.wikipedia.org/wiki/Truevision_TGA| Truevision TGA] format with type 2 or 10. |
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==Name format== | ==Name format== | ||
In order for the engine to replace the correct texture from the WAD, the name of the texture and the image file must match; however, because of [https://learn.microsoft.com/en-us/windows/win32/fileio/naming-a-file#naming-conventions| limitations in the Windows file system], liquids texture replacements must be named using a different character. Instead of an asterisk being used, the number symbol "#" has to prefix the name. | In order for the engine to replace the correct texture from the WAD, the name of the texture and the image file must match; however, because of [https://learn.microsoft.com/en-us/windows/win32/fileio/naming-a-file#naming-conventions| limitations in the Windows file system], liquids texture replacements must be named using a different character. Instead of an asterisk being used, the number symbol "#" has to prefix the name. |