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Definitive WAD Collection
I had an idea that since alot of the older Quake sites are now shutdown, those of us who have older .wad files should round them up and put them on like a sort of directory for everyone to access.

The thought occurred after someone was looking for a snowy .wad, but I realized that it got somehow deleted. There are also a number of other .wads that I lost but couldn't find by Googling them or other means.

So -- anyone who has a large collection of .wads that can't be found elsewhere, and is willing to upload them somewhere (I have 15MB of webspace, I know it's not much but...) let us know in this thread. Thanks.
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Fatboy 
you may already know this but TexMex automatically ports to the Quake palette just by loading in the texture wad. 
TexMex's Color Conversion 
...is absolute crap, in my experience. You'd be better off using paint shop pro or something similar. 
Uploaded 
Uploaded:

bdut.zip (UT texs converted by biff?)
blood_cptiles.zip (Texs from Blood add-on Cryptic Passage)
blood_cptransparent.zip (Transparent texs from said Blood add-on)
blood_moretrans.zip (Additional Blood trans texs)
blood_new_tiles.zip (Combines normal texs and trans texs)
blood_tiles.zip (Normal Blood texs)
blood_transparent.zip (Trans Blood texs)
chicosruin_q1.zip (Chico's Ruin texs in Q1 .wad)
Dethtexgoth.ZIP (Schwenz's Deathtex in Q1 .wad)
dilwad1.zip (Dilvish)
dkt.zip (All 4 eps of Daikatana)
flat.zip (Flat texs from various sources)
fury.zip (Kell)
Heretictex.zip
hexen2.zip
ikwhitekj.zip
knave.zip (Kell)
lunquaketexes.zip (Lun Q1 + Q2 texs)
Nature.zip (Natural texs from various sources)
q2texwad.zip (Q2 texs)
qfragtexesQ1.zip (Q-Fraggel's texs in Q1 .wad)
Runewad.zip (Some Rune texs)
textures_deadmeat_q1.zip (Deadmeat texs in Q1 .wad)

Go here to download: http://www.spawnpoint.org/wads/ 
Wow 
thanks that's a lot of tex!!! 
Fantastic RPG 
Thanks alot man...some of those seem really rare! Thanks. 
To All Who Are Getting This Thing Organised... 
...thankyou, much beer on me if ever we meet. 
Distrans 
I've been looking for an excuse to go back to Australia. Now I just need a plane ticket... 
Mmmmm Fosters 
few years back on a hot July afternoon, my car broke down in the middle of nowhere, and after trying to get it started and noone driving by, I walked several miles to the main highway and I spotted a little honky tonk bar. I walked in, thirsty as hell I look over to the bar and they had Foster's on tap. Nevertheless to say that was the best glass of beer I ever had. Pack your bags RPG we are are going to Australia! 
Yeah 
And the best part is, they don't have hot July afternoons! 
Hmm 
http://www.geneticrose.com/wads.html

All the stuff from xen & scampie combined, I was going to put all the stuff from xen's site onto scampie's site, but couldn't log on (would be useful if someone else could do so).

Basically, it's a Euro mirror of scampie's /wads/ dir 
Texmex Does Suck... 
at color conversion. I do like bsp2wad and q2towad much better for this purpose, remip is also handy. I guess I was hoping that maybe someone had done an updated version of the utilities I use normally for this purpose.

Glad to see someone has ported the texs for daikatana. I _really_ didnt want to install this game on my PC. 
Am I Right In Thinking That... 
jf_Obtex seems to be missing. I only notice because I'm using it on two different projects at the moment, and it is superb. 
Distrans: 
screenshots!!!!!!!!1 
Hehe... 
...the proud parent speaks. I'll endeavour to get some to you early next week metl. 
Or... 
...I could send you some early unvised BSPs. 
Hot July Afternoons 
No, but they have good old fashioned blazing hot Christamses. 
Hmm 
If Texmex sucks, maybe I should try something else for those base textures I wanted to do, I wasn't liking how they appeard in Quake, had problems with subtle gradiations. (I can only run software mode, I've no 3d card...) 
Phait... 
1) quake textures *should* be tested in software mode :)

2) when importing the palette, use something with error diffusion dithering 
Phait: 
I wasn't liking how they appeard in Quake, had problems with subtle gradiations

the problem is you're working with an 8-bit palette. Subtle gradients don't work well becuase there aren't enough colors. You'll either get banding or dithering.

I think you were the one who earlier said he was tired of dirty textures and wanted shiny, smooth textures. Well, it's just not going to look good in quake. In addition to the palette limitation, you also have the problem that smooth textures show off the lightmap banding in software mode.

Keep experimenting, but be aware that certain looks cannot be pulled off well in Quake, and you need to play to the strengths of the engine. 
Phait: 
What John is trying to say is:

keep it dark and bloody 
Not Sure If This Is Known Of.. 
 
oh yeah, very helpful phait! a collection of textures for use for artists in a thread about q1 wads! 
... 
can't say i didn't try 
Phait 
that one would be better in the Inspiration & Reference thread 
That's What You Get For Trying 
 
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