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 Post subject: joequake texture and sprite questions
PostPosted: Wed May 04, 2005 3:08 pm 
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I am creating a nice texture set for joequake. I'm wondering about a few things:

I made a lg gun bolt sprite that looks very nice and zappy :) . Shamblers use it (zing1.tga) also when they shoot lightning, but when they raise their arms above their heads and electicity arcs between their claws, the old style modeled electricity is displayed. Can I replace that? If so, what does the sprite need to be named?

If I want to replace the torture victim textures (for example on dm1), what should I name the new images?

I'm using the skins from the models and bmodels folders fuhquake nstalled. But they don't include new player skins. Anyone know where I can find high res player skins faithful to the originals?

I'm using the weapons models from the pak files that came with sputnikah's jqpro. Why does the lg model (sitting somewhere on a map, before I pick it up) always looks totally dark. It's like it's being textured with a totally black skin.

thanks,


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PostPosted: Wed May 04, 2005 4:21 pm 
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I just found where the quake retex project moved to, as well as the remodeling project:
http://facelift.quakedev.com/

You can look through the textures on the site also, so I found the torture victims here:
http://facelift.quakedev.com/retexture/textures/textures_2.html/

They don't seem to have any updated player skins though :-/


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PostPosted: Wed May 04, 2005 5:16 pm 
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Wow, someone put together a spreadsheet listing all textures what maps each texture appears in:
http://trinca.no.sapo.pt/temp/QTextures.xls


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PostPosted: Mon May 09, 2005 3:34 pm 
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Can anyone tell me the best format for textures in joequake (fastest loading etc)? The quake retexturing project says tga is best and loads the fastest. Most of the textures I'm using are from fuh and in tng. Should I batch convert these mofos? thanks,


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