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Modding Quake one step at a time! Would love some help!

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  • Modding Quake one step at a time! Would love some help!

    I've posted a few times before with some various questions, probably too many at once.

    I formatted recently so i'm going to start over and take this one step at a time. Hopefully by the end of it I will have my own personally modded most awesome Quake one I can have.

    I'd love some help along the way as for some reason I find the biggest (but not only) problem finding a lot of the mods i'm looking for.

    Firstly I installed quake through steam, then copied the ID1 directory from the Steam install to a separate directory and then downloaded the latest Darkplaces engine here -

    LordHavoc's DarkPlaces Quake Modification

    Then I got Romi's rtlights file for Quake from the same website.

    The next step I want to take is to get an HD texture pack of some kind.

    There is a few available if i'm not mistaken. But the pinned " 'definitive' HD replacement content list! " thread seems to only have the QRP texture pack. What about the Epsilon build or the Quake HD Pack?

    QRP - :: Quake Revitalization Project :: Downloads ::
    Quake HD Pack - Quake HD Pack mod - Mod DB
    Quake Epsilon - Quake "Epsilon" Build mod - Mod DB

    So these are the 3 texture packs I know of. Correct me if i'm wrong but these are 2 totally separate texture packs, right? No overlap with textures? Or is there? Also wondering if all 3 support "bump mapping" or whatever it's called.

    Also i'm pretty sure the Epsilon build comes with much more than just textures. It comes with high poly item and weapon replacements and maybe even a whole bunch more.

    Anyway, should I just get each one individually and try them out before moving on to the next step? Are there any texture packs i'm missing?

    Thanks!

  • #2
    Okay so turns out both Epsilon and the HD Pack contain a lot more than just textures.

    but the QRP texture pack isn't the only texture pack out there is it?

    Epsilon and HD Pack contain very different looking textures so they must have different texture packs in their builds.
    Last edited by Xombium; 04-18-2015, 08:18 PM.

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    • #3
      epsilon has Rygels textures.
      Gnounc's Project Graveyard Gnounc's git repo

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      • #4
        Originally posted by gnounc View Post
        epsilon has Rygels textures.
        Well, it says it does at least. But I downloaded both The latest Epsilon build and Rygels textures and there are some VERY distinct differences.

        Quake stuff - Album on Imgur

        Top is Epsilon, bottom is Rygels. There are A LOT of different textures (In fact most if not all of them) but the most obvious example is the ground.

        I have since deleted the HD Pack, but that looked different as well.

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        • #5
          First of all, when looking at your framerate, you should consider using another engine and less mods.

          About the world textures: The exact same question ("Rygel´s or QRP´s textures ?") has been asked a lot of times as those are the most known texture packs. When you use the "search" button in this forum you will find a lot of discussions about this epic question.

          Here are 2 that should answer your question quite clear and you will learn a lot while reading:
          Best statement from DeadTenor here
          Read this page here

          Also keep in mind that you maybe want to play other maps than the 4 original Quake episodes. In that case you will be best served with QRP textures, as QRP also released the mission pack 1 textures. Webangel teamed up with Moon[Drunk], used his available mission pack 2 textures and completed them. You will have a bigger set this way and also custom maps, which often use those additional ones will look better.

          About your comparism between Rygel´s screen and Epsilon screen: As you will read in above linked threads, Rygel used a pre-release version of QRP textures as base for his modifications and therefore not all textures have been done and finalized. Those gaps have been manually closed.
          This is of course not longer the case with current QRP texture sets

          Be aware that the world texture set replacements can be used by almost all modern Quake engines. Seeing that your framerate is really low, you maybe want to try other engines that give you some more fps. Best of luck.

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          • #6
            Originally posted by Henry View Post
            Be aware that the world texture set replacements can be used by almost all modern Quake engines.
            I'm just going to pop in and ask. When you said texture replacement, do you mean normal textures, or high resolution ones? Does FTEQW have high resolution texture support like Darkplaces? Also, does anyone know of some software that can import high resolution textures into a wad? I'm assuming that high resolution textures are not locked to a color palette like in Rygel's HD pack.
            Quake is for nerds.

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            • #7
              Yes, FTE supports 32 bit texture replacements and even more Q3A shader language than DP (multi-stage shaders.)

              A lot of Quake engines support 32 bit textures now, the ones that don't have sentimental reasons for it.

              32 bit image -> .wad can be done by Wally for instance, it has a function that lets you grab the stuff from an entire directory into a new wad. Look for it at the Quake Terminus site.

              Please note that textures in a .wad file will be converted to the Quake palette / 8 bit.

              32 bit textures are full RGB (or RGBA) images, supporting colours from 0 to 255 in 4 channels (red, green, blue, alpha.) Quake palette has only 255 colours overall.
              Scout's Journey
              Rune of Earth Magic

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              • #8
                How would I load my textures into Quake, and even further, how would I load them into TrenchBroom/JackHammer/whatever if they're not in a wad file?
                Quake is for nerds.

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                • #9
                  Games like Quake 3 don't have their textures in a wad file.

                  Quake 1 .bsp files store the textures inside themselves, so one way is to use low-res placeholder textures from a .wad file and let the engine load the provided highres replacements (in that case, the placeholder textures can have Goofy on them, they will never be seen in the game.)

                  Another way is to use Quake 3 .bsp format which expects the textures in a folder called textures/ and you can directly use the hires textures in e.g. Radiant or any other Quake 3 supporting map editor. Such maps would then require Darkplaces or FTE. Trenchbroom etc don't support Quake 3 so they can't do this; get ready to finally cave in and learn Radiant.
                  Scout's Journey
                  Rune of Earth Magic

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