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Editing Textures
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[[File:Textures.png|thumb|Some of Quake's Textures]] | [[File:Textures.png|thumb|Some of Quake's Textures]] | ||
− | Textures in Quake are [[Quake_palette|256 color]] images used in [[Quake maps]]. Each texture has a name of no more than 15 characters. Their dimensions are required to be | + | Textures in Quake are [[Quake_palette|256 color]] images used in [[Quake maps]]. Each texture has a name of no more than 15 characters. Their dimensions are required to be a [http://en.wikipedia.org/wiki/Power_of_two power of 2] in most OpenGL [[Engines|engines]], commonly 64x64 or 128x128. Textures are stored directly within [[Quake_BSP_Format|.bsp files]] when used by Quake, or extracted, collected, and used in [[Texture_Wad|.wad files]] by level designers. |
− | To edit .wad files, extract textures from .bsp or convert images use [ | + | To edit .wad files, extract textures from .bsp or convert images use [http://www.quaketastic.com/files/tools/windows/wad_editors/Texmex_3.4.zip TexMex] |
=Special Textures= | =Special Textures= | ||
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==Liquids== | ==Liquids== | ||
[[File:texture_liquid.png|center]] | [[File:texture_liquid.png|center]] | ||
− | Liquids are textures whose name is | + | Liquids are textures whose name is proceeded by the character "*". By default, this means they are water in Quake and you may [[swim]] in them. All faces of a brush must be of a single type of liquid texture, and they may not touch Sky textures. Their surface will also animate, and if compiled with the option "-transwater" will be translucent and not block [[Vis]]. |
− | A liquid with a name which starts with "*slime" will be damaging slime, and a liquid with a name starting with "*lava" will be even deadlier lava. When compiled by vis, liquids will play an automatic ambient sound. Beware that most versions of vis won't create sound for water liquids which do not begin with the name "*water" or "*04water". | + | A liquid with a name which starts with "*slime" will be damaging slime, and a liquid with a name starting with "*lava" will be even deadlier lava. When compiled by vis, liquids will play an automatic ambient sound. Beware that most versions of vis won't create sound for water liquids which do not begin with the name "*water" or "*04water". Some modern vis programs allow you to turn off the creation of automatic ambient sounds. |
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==Skies== | ==Skies== | ||
[[File:texture_sky.png|center]] | [[File:texture_sky.png|center]] | ||
Skies are textures whose name which start with the word "sky", and must be of dimensions 256x128. The texture is treated like two 128x128 textures, the right section used as a backdrop, and the left section used as an overlay with its black pixels transparent. Skies are displayed animated and full-bright, block player and monster movement, and 'swallow' weapon fire. Sky brushes do seal the world from leaks. | Skies are textures whose name which start with the word "sky", and must be of dimensions 256x128. The texture is treated like two 128x128 textures, the right section used as a backdrop, and the left section used as an overlay with its black pixels transparent. Skies are displayed animated and full-bright, block player and monster movement, and 'swallow' weapon fire. Sky brushes do seal the world from leaks. | ||
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==Animated textures== | ==Animated textures== | ||
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==Skip== | ==Skip== | ||
[[File:texture_skip.png|center]] | [[File:texture_skip.png|center]] | ||
− | + | Skip is a '''nonstandard''' special texture, used by modern QBSP compilers, but does not have any function in the stock Quake compilers as released by [[id_Software|id Software]]. Skip is a texture much like clip in that it is invisible, but skip's use is to remove an entire face from ever rendering, and a brush does not have to be fully textured in skip. The removed face remains solid and will block player and monster movement, as well as block weapon fire. In general, this is of little use on solid geometry, as Quake performs backside culling, but can be used on brush entities or "hacks" like windows to hide unwanted faces. A "*waterskip" texture exists as well, for use with liquid brushes. | |
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<span id="fence_textures"> | <span id="fence_textures"> | ||
− | + | ==<span id="fence_textures"></span>Fence Textures== | |
− | ==<span id="fence_textures"></span> | ||
[[File:fence_texure.png|center]] | [[File:fence_texure.png|center]] | ||
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− | + | Fence textures are '''nonstandard''' special textures handled by the modern ericw-tools QBSP compiler and properly supported in some of the current quake engine ports. As the name implies these textures have parts that are alpha-masked so you can see through them like a fence. You can use these textures to make spider webs, vines, bushes, icicles, trees, etc. | |
− | + | The secret to these is the 1st character in the name needs to be, "{", any part of the texture you wish not to be rendered is using the color index #255 (the pink one in the lower right-hand corner) of the [[Quake_palette|Quake palette]]. To make them show in your maps ran with supported engines you need to make them as a [[func_detail]] or one of its variants: [[func_detail#func_detail_vars|func_detail_illusionary]], [[func_detail#func_detail_vars|func_detail_wall]], or [[func_detail#func_detail_vars|func_detail_fence]]. | |
(much of this article was rewritten from http://www.celephais.net/stuff/texturefaq.htm) | (much of this article was rewritten from http://www.celephais.net/stuff/texturefaq.htm) | ||
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