This page contains a series of questions and answers, which I hope will be helpful to solve your problems. I advise you to read it before you try our textures.
1. What is QUAKE 1?
QUAKE 1 is the best game ever.
A slightly less biased answer would also mention that Quake 1 is a First-Person Shooter (FPS), which was released in 1996, by the awesome game developers ID software, headed by lead programmer and game engine genius John Carmack.
2. What is "Quake Reforged Projects"?
QUAKE REFORGED is essentially a free and non-commercial project, that aims to create three different projects, retexturing expansions for the original Quake, Scourge of Armagon and Dissolution of Eternity, reskinning of all monsters, is that the basic game of exp, most likely also other mods like Quoth etc.
Also reskinning other models, such as power-ups, items, and much more.
3. So, where do i get "Quake Reforged"?
As I mentioned, QUAKE Reforged Projects are free, so you don't need to buy or go "get" anything.
You just head over to www.quakeone.com/reforged with any supported browser on a supported Operating System (OS) and click the "Download" section button. The website will walk you through installation and use it; it's all done for you.
4. What kind of PC and graphics engine do I need to play QUAKE with new skins and textures?
Currently you need a PC that can run quake relatively well, maybe with recent engine graphics, such as Qrack or Darkplaces, supporting 24-bit textures.
The power needed to play QUAKE with Qrack and Darkplaces isn't too much, and any recent, and decent PC or even laptop should be able to play the game fine.
For more information refer to the website of the graphics engine ...
5. The "Quake Reforged" site says the project is currently in Beta. What does that mean?
It means that the projects are still in active development, but it's at a stage where the developers have allowed us to play and use the systems and game play. Because we get to play it now, we get a voice and should use it to report bugs and ideas on art and effects so that the developers can make the game that runs solid, smooth and has the features that the players want. Refer to the forum...
6. How do I install the New Textures in darkplaces? and Qrack?
For Darkplaces extract the file .rar to your quake/id1/textures folder if the textures reguards quake1 base game, and the same for Qrack graphics engine.
For other expansions or mods do the same, changing only the destination, for example "Quake/Hipnotic/textures" folder or "Quake/Rogue/textures" folder.
At the end of the project we will create a pk3 file, to make it easier and orderly work (simply place it inside the folder "id1" of Quake, or "hipnotic" and "rogue").
7. How do I install the New Skins of Monsters in darkplaces? and Qrack?
For Darkplaces extract the file .rar to your quake/id1/progs folder if the skins reguards models of quake1 base game, and in quake/qrack/textures/models for Qrack graphics engine.
For other expansions or mods do the same, changing only the destination in darkplaces, for example "Quake/Hipnotic/progs" folder or "Quake/Rogue/progs" folder.
For Qrack recommend downloading the appropriate package, otherwise rename all the files of the package, for example enforcer.mdl_0.tga ---> enforcer_0.tga and put them in Quake/Qrack/Textures/Models folder...
At the end of the project we will create a pk3 file, to make it easier and orderly work.
8. How do I install the new Models of Weapons and Items in darkplaces? and Qrack?
For Darkplaces extract the file .rar to your quake/id1/progs folder if the skins reguards models of quake1 base game, and the same for Qrack graphics engine. In the case of boxes of bullets is important to put the files. bsp inside the folder maps of both engines.
For other expansions or mods do the same, changing only the destination, for example "Quake/Hipnotic/progs" or "Quake/Rogue/progs" folder.
At the end of the project we will create a pk3 file, to make it easier and orderly work (simply place it inside the folder "id1" of Quake, or "hipnotic" and "rogue")..
NOTE: It's important to have installed on your computer some models of "Rygel-Textures-Pack", such as Weapons and Power-Ups.
The files .shader are a set of software instructions, which is used primarily to calculate rendering effects on graphics hardware with a high degree of flexibility.
In our project are a key tool to make our textures even more extraordinary, accompanied by graphics engine Darkplaces. For istallation extract the file .rar to your quake/id1/scripts folder.
The minimum system requirements depend on the graphics engine used in the case of Qrack are much more acceptable, then the council for older systems, but these textures are designed to offer the best in darkplaces, built in server browser, real-time lighting, and bump mapping, makes use of the OpenGL Shading Language and supports Ogg Vorbis et cetera.
If the game continues to run slowly, I propose you to download low quality or tiny quality versions of our textures and those of the base game (visit the TECH-GUIDE for information)...
The images and videos featured on this site have been obtained in Darkplaces, rygel's texturepack high and Romi's rtlights file for Quake lights. To get the same quality graphics I recommend to consult the guide "TECH-GUIDE" of this site.
www.Quakeone.com of course, the absolute best site with updates and the kindness of the administrator (Baker, Solecord) moderator and users in this area give me a web space for my site "Quake Reforged Projects".
Certainly most of the graphics engine will accept these textures, perhaps there is something wrong with the models, or with the names of files, but I see no reason for which can not function. The problem is that without support for 24 bits could lose much quality.
These textures are free to use in any project, be it commercial or non-commercial, on the condition that the work or the derivative product mentions the URL ( http://www.quakeone.com/reforged ) and name of this project (Quake Reforged Project) in the credits, also including thanks to everyone else in the About section, and who composed the material for this project... In case your project does not have a suitable credits section, you must include with your product a file titled "readme" or "licensing".
Only for "Bestiary Project" , skins of monsters:
Our projects are delivered to you under the GPL license, in other words, you can “modify” our work, but you have to 1) inform us, 2) credit us as the original source of your derivative work. It seems harsh but it isn’t, really, our sole concern is to prevent someone else to ruin our efforts, in fact we believe that this kind of license may be helpful for the community: for example, if you want to translate the instructions in your language, drop us a mail, then we can also credit you for your help. Then, this is the only way to keep track of the usage of our work: if you want to use it in your mod, don’t be afraid to ask, we would be happy to bless you with our consent and also sneak-peek your mod before everyone else. Other aspect of “modification” may be discussed together, while “attribution” will not.
Remember: our work is available for the sack-emptying price of € 0,00 !! (read: free)
(The terms of license may change).
Probably, based on the success of this product will see what to do, maybe un'engine specific graphic or retexturing other mods or levels, of course, always for Quake 1...
some the information on this page and other of this site. We recommend visiting their sites for further study.