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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 [[TexMex]] |
=Special Textures= | =Special Textures= | ||
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Modern compilers also support skip versions of each liquid, so you can have placeholder textures named "*waterskip", "*lavaskip" and "*slimeskip", that can still be used to define liquid volumes (even in conjunction with standard liquid textures), but will be invisible in the compiled map. See [[#Skip|Skip]] for more information. | Modern compilers also support skip versions of each liquid, so you can have placeholder textures named "*waterskip", "*lavaskip" and "*slimeskip", that can still be used to define liquid volumes (even in conjunction with standard liquid textures), but will be invisible in the compiled map. See [[#Skip|Skip]] for more information. | ||
− | *(when using replacement textures the "*" prefix on the names of liquids inside a wad becomes an "#" in your texture | + | *(when using replacement textures the "*" prefix on the names of liquids inside a wad becomes an "#" in your texture replacements a directory.) |
==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== | ||
+ | [[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. | |
− | + | Fence textures are determined by having the 1st character in the texture name as "{", making any pixel using color index #255 (the pink one in the lower right-hand corner) of the [[Quake_palette|Quake palette]] to be rendered as transparent. | |
In supported engines, you can use them in any non-vis-blocking, non-geometry-culling brush entity, such as [[func_wall]], [[func_illusionary]] or [[func_detail#func_detail_vars|func_detail_fence]] . Other [[func_detail]] variants may still cull away underlying geometry depending on the case, thus making likely you'll see the void through transparent texture areas. | In supported engines, you can use them in any non-vis-blocking, non-geometry-culling brush entity, such as [[func_wall]], [[func_illusionary]] or [[func_detail#func_detail_vars|func_detail_fence]] . Other [[func_detail]] variants may still cull away underlying geometry depending on the case, thus making likely you'll see the void through transparent texture areas. | ||
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(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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