In Case Anyone Wants To Know How To Do This....
How to convert Doom 3/Tenebrae style textures to regular Q1
I've converted some bump-mapped textures to Q1 before, and its a little arduous.
>> Get the texture pack you want to use, obviously
>> They should have these components:
http://tenebrae.sourceforge.net/index.php?page=technical/textures.htm
>> All bumpmaps (grayscale heightmaps) must be converted into normalmaps. You can use this utility:
http://download.nvidia.com/developer/NVTextureSuite/NormalMapFilter.8bf
from this nVidia page:
http://developer.nvidia.com/object/nv_texture_tools.html
>> You should now have a normal map of the texture you are converting, even if it originally used a bumpmap. In photoshop select the 'Green' channel from the channels tab. Select all of it and press Ctrl+C to copy. This is because the Green channel has the vertical information on the texture, and is the most suitable to represent its 3d-shape.
>> Make a new image, using the Diffuse map as the background. Now press Ctrl+V to paste the Green Channel into your new image as a new layer. You should now have 2 layers: the diffuse background, and above it, a gray layer that looks 'embossed'.
>> Duplicate the 'embossed' layer. One of the embossed layers should use the 'Overlay' blending mode with an Opacity of 100%, the other should use the 'Hard Light' Blending mode with an Opacity of 50%. It looks slightly better if the Hard Light layer is below the Overlay layer in the 'Layers' Tab.
Now... that could be fine as a finished texture, but it looks better if you use the gloss layer too. How to do that:
>> We have to start a 2nd image now, with the Gloss texture as the background. Keep the 1st image we started open.
>> Copy the emboss layer from the first image and paste it into the 2nd. Duplicate the layer. This time choose a blending mode of 'Darken' and an opacity of 100% for one layer, and choose 'Color Burn' with opacity 70% for the other. It looks best if the darken layer is below color burn in the list.
>> Flatten this 2nd image and paste it as a new layer in the 1st
>> Make sure the layer is at the top, and the blending mode is set to 'Hard Light' with an opacity of 50%.
Thats about it! If the texture has a Luminance Map, you could add that too and set the blend mode to 'lighten'. Apart from that, all you need to do is Flatten the image, resize it to 50% of the original size and then convert it to the Quake palette. Rince and repeat and you should have a texture set! Or, I should have one in a few hours :)