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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 an 24-bit or 32-bit [[wikipedia:Truevision_TGA|TGA]], or an opaque 8-bit [[wikipedia:PCX|PCX]] (which does not have to adhere to the [[quake palette]]).
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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.
 
 
 
==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.

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