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Reference: JoeQuake folder structure (plus where to find) http://runequake.com/forums/viewtopic.php?f=9&t=930 |
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Author: | Baker [ Tue Oct 11, 2005 10:49 am ] |
Post subject: | Reference: JoeQuake folder structure (plus where to find) |
BASE FILES Code: c:\quake Where joequake-gl.exe and joequake.exe go! c:\quake Where dzip.exe and fmod.dll go! c:\quake\joequake Where joequake pak0.pak (with the flame0.mdl in it) go c:\quake\joequake Where demos and screenshots you made will appear dzip.exe (dzip page) allows JoeQuake to play .dz compressed Quake demo files. fmod.dll is for Nehahra (Nehahra page), a Quake expansion episode CUSTOM TEXTURES, LITS, ETC. Everything here can also go in c:\quake\id1 instead of c:\quake\joequake if you choose. The advantage of quake\id1 is that other engines can use the files, so it's just 1 install. The advantage of c:\quake\joequake is that you are doing all your customization in a single folder. Code: c:\quake\joequake\env Skyboxes (loadsky command to load) c:\quake\joequake\gfx Console graphics (menu, console backgrounds, etc.) c:\quake\joequake\progs Models (v_rock2.mdl, for example) c:\quake\joequake\textures 24 Bit Textures c:\quake\joequake\lits Colored lights (.lit) ..OR c:\quake\id1\maps\lits Colored lights (.lit) Skyboxes -- loaded with loadskybox --- can be found various places, here are 3 sources: Quote: Kell's site: http://kell.spawnpoint.org/q3skyboxes.html FuhQuake page: http://www.fuhquake.net/files/extras/fu ... yboxes.zip Simland: http://www.planetquake.com/simland/pages/materials.htm Weapon models, a couple of sources: Quote: http://downloads.teqnohaxor.com/quake/paks (Quake3 weapons for Q1, Dox TF Military Guns, etc). http://members.optusnet.com.au/~plagues ... k%20DM.zip http://www.kolumbus.fi/ruohis/models.htm (Note, if the weapons are in a pak file, rename the new pak as the next unused number in sequence in your joequake folder, like pak1.pak or pak2.pak. If you don't want all the weapons or don't want to be using pak files, you can use Pak Explorer which can be obtained from QuakeTerminus's Tools Section (top file listed).) Characters sets -- loaded with loadcharset. Beware, if the charset is 512 x 512, use a 50% console resolution as in c:\quake\joequake-gl.exe -width 640 -height 320 -conwidth 320 -conheight 240 otherwise the characters won't be displayed nice and neat. If the character set is 1024x1024, use 25% console resolution. One great source: http://web.telia.com/~u47016112/quake/graphics.html Colored lights (.lit), one source for colored lights: http://www.fuhquake.net/files/extras/fuhquake-lits.rar (it's in WinRAR format) Code: c:\quake\joequake\textures // general textures (any map, water, lava, ..) c:\quake\joequake\textures\bmodels // brush model textures (.bsp files like ammo boxes) c:\quake\joequake\textures\charsets // custom character sets (loadcharset to load) c:\quake\joequake\textures\models // textures for alias models (backpacks, monsters, weapons) c:\quake\joequake\textures\particles // smoke, rocket trails, etc. c:\quake\joequake\textures\wad // hud elements (aka statusbar) c:\quake\joequake\textures\(map name) // textures to use for a specific map c:\quake\joequake\textures\dm6 // textures in this folder would only be used for DM6 Note: JoeQuake does not support the textures/exmy folder or textures/dmx folder. NAMING CONVENTIONS FOR THE MODELS TEXTURES/SKINS As a rule of thumb, this is the model name with a "_0.png" or "_0.tga" on the end. A nice reference for the model names is at: http://facelift.quakedev.com/remodel/mo ... lated.html Code: armor_0.png Green Armor
armor_1.png Yellow Armor armor_2.png Red Armor b_g_key_0.png Big Gold Key b_s_key_0.png Big Silver Key backpack_0.png Backpack boss_0.png Chthon ? demon_0.png Fiend dog_0.png Dog enforcer_0.png Enforcer fish_0.png Rot Fish g_light_0.png Ground, Lightning Gun g_nail_0.png Ground, Nail Gun g_nail2_0.png Ground, Super Nail Gun g_rock_0.png Ground, Grenade Launcher g_rock2_0.png Ground, Rocket Launcher g_shot_0.png Ground, Super Shot Gun grenade_0.png Grenade h_demon_0.png Head of a Fiend h_dog_0.png Head of a Dog h_ogre_0.png Head of a Ogre h_mega.png Head of an Enforcer h_player_0.png Head of a Player h_wizard_0.png Head of a Scrag h_zombie_0.png Head of a Zombie h_knight_0.png Head of a Knight knight_0.png Hell Knight missile_0.png Rocket ogre_0.png Ogre oldone_0.png Shub-Niggurath player_0.png Player (!) s_spike_0.png Spike shalrath_0.png Shalrath shambler_0.png Shambler soldier_0.png Grunt spike_0.png Spike tarbaby_0.png Spawn (aka Blue blob monster) v_axe_0.png View model, Axe v_light_0.png View model, Lightning Gun v_nail_0.png View model, Nail Gun v_nail2_0.png View model, Super Nail Gun v_rock_0.png View model, Grenade Launcher v_rock2_0.png View model, Rocket Launcher v_shot_0.png View model, Shotgun v_shot2_0.png View model, Super Shot Gun wizard_0.png View model, Scrag zombie_0.png View model, Zombie Other notes: 1. JoeQuake can use either .png or .tga files as textures. 2. The above information applies to QRack too, and where you see "quake\joequake" just substitute "quake\qrack". 3. Most of the above can be found in Yellow No. '5 Textures pack (monster skins, textures, weapon mdls, etc) and other sources. 4. For textures and other similar items, there are threads in this forum with those. Usually Texture is in the title of the thread, for instance. 5. The player model can have a 24 bit skin, but gl_nocolors 1 must be used and this means that opposing players will not have different colors. |
Author: | Canadian*Sniper [ Tue Oct 11, 2005 11:35 am ] |
Post subject: | |
pssst, I think Baker is alittle fed up with all our newb questions on textures and stuff :twisted: Great Reference Baker. Don't forget that you can actually bypass the gl_nocolors 1 by using QME. I'm using the q3ranger skin. If anyone knows of another skin similar to the quake soldier, let me know. The q3ranger is kinda sketchy looking with bright red or blue colours |
Author: | Baker [ Tue Oct 11, 2005 10:19 pm ] |
Post subject: | |
Canadian*Sniper wrote: pssst, I think Baker is alittle fed up with all our newb questions on textures and stuff
Nah. Actually, I'm like Ranger. I believe things should be thoroughly documented and that information should be readily available and decided that some of those questions were a good enough reason to spend a few minutes and get information better organized. Joszef has done a great job documenting things and combined with information derived how Yellow organized his texture pack, I wanted to consolidate the info into a single post and make it accessible for everyone. |
Author: | Canadian*Sniper [ Tue Oct 11, 2005 10:24 pm ] |
Post subject: | |
10 bucks, that in the next day, someone asks for help anyways without looking at the post |
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