News | Forum | People | FAQ | Links | Search | Register | Log in
Some Wads Of Quake Based Games
I wonder why this textures still not used by mappers.
Quake3 based:
Heavy Metal F.A.K.K.
https://quaketastic.com/files/texture_wads/%23hmf2_Ritual.zip
Alice:
https://quaketastic.com/files/texture_wads/%23Alice_32.zip
32 bit textures correctly converted with transparency added. Not downsized to Quake One dimensions!
Quake 2 based:
One of the favorites
King Pin:
https://quaketastic.com/files/texture_wads/%23KingPin_32.zip
Soldier of Fortune, Yes! this is superb textures!
https://quaketastic.com/files/texture_wads/%23SoF_Raven.zip
StarTrek Voyager Elite /stasis level/
https://quaketastic.com/files/texture_wads/%23stve_stasis_Raven.zip
All 32 bit textures correctly converted with transparency added.
 
There are also textures from Q1 based games such as X-Men: Ravages of Apocalipse.

I wonder why this textures still not used by mappers.
People tend to use the same WADs over and over.

32 bit textures correctly converted with transparency added. Not downsized to Quake One dimensions!
Could've been better to downsize the WAD and include the 32-bit versions as replacement textures. 
It Is Good Idea Mankrip 
Downsize the WAD and include the 32-bit versions as replacement textures.
It is may be better than change X/Y scale in TB.

Or may be ask to Kristian Duske put One Button "Whole texture scale" in addition to existing two X and Y? Is mr. Duske reading Func_? 
Cv 
You should add as an issue on TB GitHub page. Best way to notify the devs and get their feedback. 
 
To work well, "whole texture scale" would have to be implemented on a per-WAD basis, otherwise the mapper would have to reconfigure it for every map. And it would still have to be combined with the per-surface scaling.

I'd rather have replacement texture support in TB. JACK already supports it through some hacking. Replacement texture support makes things way simpler. 
If None Of The Experienced Mappers 
has yet asked to implement such a function in TB, perhaps it is not so important and necessary. And for a mapper like me who made one and a half maps to ask for something to add to the TB it may look stupid. On the other hand, the current trend of increasing detail in modern maps may make an option like "whole texture scale" useful.

@mankrip
replacement textures is good choice and it is an option that works but not everyone likes it. As I know Engine developed by You bundled with external textures by default and You know what additional volume of work to prepare these external textures and even more so to create them yourself.

@dumptruck_ds
I will nevertheless follow your advice and register for github. 
 
TB supports various kinds of texture formats, WAD or loose files, determined by the game config you're using. What specifically are the extra functionalities you'd like to see for "replacement texture support"?

(Also you can specify a default texture scale in the game config, although I don't know if that's really what you mean when you're talking about "whole texture scale".) 
#6 
The loader needs to iteratively search for corresponding external textures (TGA, JPG, PNG, and so on) in the supported paths ("textures", "textures/mapname", etc), compute the scaling factor between the internal texture and the external texture, and use the external texture for rendering the brushes, while still using the texture coordinates of the internal textures in the brushes - the internal coordinates from the brush's surface are then scaled by the renderer to the external texture's scale when rendering the polygons on screen.

All of this should be automatically done by the program, with no need for the user to configure anything. 
You must be logged in to post in this thread.
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.