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Editing Textures

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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.
 
==File location==  
 
==File location==  
These image files need to be placed within the same mod directory as the map you're trying to replace textures of (or the id1 folder if you want to replace it for all mods/maps). For replacements of world textures, place them inside of a directory called "textures" in order to be seen by the engine (e.g. ..\Quake\id1\textures\).
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These image files need to be placed within the same mod directory as the map you're trying to replace textures of (or the id1 folder if you want to replace it for all mods/maps) inside of a directory called "textures" in order to be seen by the engine, and used as a replacement (e.g. ..\Quake\id1\textures\).
 
 
Certain source ports also allow for model and menu texture replacements, which are stored in much the same way, but in different directories. Model texture replacements should be placed within a directory called "progs" and menu replacements in a directory named "gfx".
 

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