Palette Tips
#5152 posted by than on 2006/07/08 22:00:19
The best way (for photoshop users) as I discovered at the weekend is to load a quake skin and then go to image > mode > colour palette and then save the colour palette (either act or pal are available).
To convert to the Quake palette, I find that texmex does the best job (and has the option to remove fullbrites), and photoshop is terrible at converting to 8 bit colour.
Anyway, it's likely that there is a similar option in PSP, so grab a Quake skin from the net...
...er, or this palette file :)
http://quake.perm.ru/skin/pallette.zip (from http://quake.perm.ru/skin/skins.htm)
By The Way...
#5153 posted by than on 2006/07/08 22:01:20
does anyone have a collection of Ken Scott's old Quake skins? They were by far the best available, and were quite plentiful. However, his site is no longer online, and I couldn't find any of his old work online.
Dunno About Ken Scott
#5154 posted by Spirit on 2006/07/09 00:21:12
Hey Than,
#5155 posted by HeadThump on 2006/07/09 01:14:28
I've got a pack of Scott skins. I'll zip them up and send them to you right a way.
Size Pal
#5156 posted by madfox on 2006/07/10 08:54:29
Thanks, Madfox
#5157 posted by HeadThump on 2006/07/10 18:47:59
but what I really need now is the textures to Diakatana episode 2. If someone could point the way to a download, that would be swell.
HeadThump
#5158 posted by R.P.G. on 2006/07/10 19:13:19
The original .wal, or a Q1 .wad?
Good Question
#5159 posted by HeadThump on 2006/07/10 19:19:15
I probably should dabble with the Quake1 wad before coming to a final decision. If DKT2 suits the brush work, I'll likely need the originals to
fine tune them a bit.
To Give An Idea,
#5160 posted by HeadThump on 2006/07/10 19:22:41
I originaly textured the map in IKBlue for a very
Karanen style map; but as there is much outdoors as indoors in the map, the variety is not there in IkBlue to sustain the theme through.
Sorry For The Endless Post
#5161 posted by HeadThump on 2006/07/10 19:34:03
but I had forgotten about Spirit's wad collection. I was under the impression the wad site died with Scampie losing his site last year. Thanks, though.
#5162 posted by Spirit on 2006/07/10 23:03:16
:)
Aop2m1 - Author?
#5163 posted by Baker on 2006/07/12 15:28:02
Does anyone know who made the "aop" maps, I've found single player and DM maps starting with "aop" but cannot locate a readme in any of the zips I've found, not even the Underworld site.
Anyone happen to know the name of the author for aop2m1 or the other aop maps?
Heh
#5164 posted by Baker on 2006/07/12 15:37:24
Nevermind ... figured it out.
Ray (not Of The Notorious Variety)
#5165 posted by than on 2006/07/12 21:09:03
back in the early days I played a couple of levels by an author named Ray. Both levels were of a good standard, and very closely matched the id levels. One was an idbase level, and the other was a metal map. Each had "Ray" written in fullbrite red in a secret location. Does anyone else remember these maps and know where I can download them?
Headthump
#5166 posted by Sielwolf on 2006/07/12 21:47:33
could you upload those skins to a freehost so we can all get them ? Thanks.
I Got A Copy Of DKT From
#5167 posted by HeadThump on 2006/07/12 22:00:18
http://www.quaddicted.com/wads/
I actually spent the evening modifying a different set of textures that needed a bit of darkening to fit the Quake scheme (not IKWhite) for the map.
Preach, Or
#5168 posted by HeadThump on 2006/07/12 22:41:36
anyone with Grade A sexy knowledge of QuakeC, is there anyway to get a killtarget to eliminate a func_illusionary using some sort entity field wizardry in unmodified Quake?
#5169 posted by Trinca on 2006/07/13 02:00:28
than were dm or sp maps? i think i already seen that also...
i can look at home but if u say dm or sp spair me a lot of troubles... they are so many :\
Trinca
#5170 posted by than on 2006/07/13 03:41:53
they were SP/DM hybrid maps like the standard id maps. I think they were mainly intended for sp, and whilst not particularly challenging or interesting, they were solid and I would like to see them again.
#5171 posted by Trinca on 2006/07/13 05:20:05
i will try to find when i get home tonight! i�m at work :( and at work just can map and see webpages... :|
Headthump
#5172 posted by negke on 2006/07/13 06:56:11
works with the info_notnull/modelindex trick. see preach's posts a few pages before.
Special Characters In Quake.exe
#5173 posted by negke on 2006/07/13 07:12:35
how can i find out which special characters are usable in quake - like the umlaut in zerstorer, which is done by "�" (� in html)?
the name makers i tried only had standard letters.
i'm specifically looking for something to display "�"... if it'S possible at all, that is.
Custom Characters
#5174 posted by Preach on 2006/07/13 07:41:34
http://wiki.quakesrc.org/index.php/Quake%20Font is a list of the characters you can get in quake. I don't see � on the list, so what you might want to do is replace one of the existing characters on there with a custom graphic for �. You'll need one of the special quake utilities to edit conchars, either adquedit or fimg
http://forums.inside3d.com/viewtopic.php?p=2919
I don't know if this is how zerstorer did it, but it's possible.
#5175 posted by negke on 2006/07/13 12:00:32
those are the standard characters i was talking about. but apparently there must be more. i'm sure in zer it wasn't done by replacing any characters with custom ones. so i just figured if there is � there might be others as well.
You
#5176 posted by bambuz on 2006/07/13 12:49:01
mean the blanks in conchars.pcx in gfx.wad openable with adquedit?
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