#148 posted by gb on 2009/06/29 22:07:45
no idea if they are complete. couldn't really find more. :)
Should contain expansion stuff, too. If that actually had extra texes.
#149 posted by
Drew on 2009/06/30 06:15:17
I wish qwadickhead (lame) would keep hlwad versions of all its wads because I can never figure out how to convert mine.
its seriously making me consider moving back to wc1.6. or learning a new editor (lame).
Which Wads Are You After Now Dru?
#150 posted by
RickyT33 on 2009/06/30 10:24:13
I'll convert 'em for you :)
Totally
#152 posted by gb on 2009/07/02 19:16:35
Exit02_1, Rawr
#154 posted by
Spirit on 2009/08/10 18:58:37
I extracted stuff from the Quake: Arcade Tournament Edition.
http://www.quaddicted.com/quake-nostalgia/quake-arcade-tournament-edition/ (followup post coming some day)
Asaki managed to fix an included texture wad. Behold new old original textures straight from id (it seems).
http://www.quaddicted.com/wads/timfixed.zip
Thanks Jago, I think I took a look when you posted them and added missing ones (if). Not really sure though. :o)
#156 posted by
Spirit on 2009/11/13 18:38:47
Note
#157 posted by Baker on 2009/11/13 19:10:51
The HL WAD version of it is seriously a Half-Life WAD3 that isn't using the Quake palette.
Note To The Note
#158 posted by Baker on 2009/11/13 19:19:40
The reason the HL WAD3 doesn't use the Quake palette is because WAD3 has independent palette per texture.
The cool and bizarre side effect:
You can map using the WAD3 nexuiz.wad in Worldcraft 3.3 and then compile with the nexuiz.wad WAD2 for Quake. Or even just compile with the WAD3 using HL map compile tools and then use a Quake engine with HL map support (DP, Qrack, ezQuake, FTE, FuhQuake, ProQuake, Telejano, etc.).
#159 posted by
Spirit on 2010/03/07 15:28:33
I made a WAD from Sock's new medieval textures:
http://www.quaddicted.com/wads/tp-medieval-q1.zip
See the readme on how to use it with the original high resolution textures.
I am not sure if they should be resized (to one half?)?
Yes, By 50%
#160 posted by negke on 2010/03/07 15:31:10
My Personal Preference
#162 posted by
grahf on 2010/03/09 05:03:03
would be for two wads, one 50% and the other 100%. Then append a suffix to all the files of one wad, _h or _f (half or full, whichever you choose).
Well, that's what I do with textures I convert to wad myself anyways. I'll do it myself if I'm ever that bothered about it. Sometimes, ridiculously oversized 256*256 brick textures are just the thing for huge cyclopean architecture.
^^^
#163 posted by
necros on 2010/03/14 00:21:39
yes, in fact, playing a bit of q3a after sock's map, i found it odd seeing the sandstone blocks texture at 50% size. i find it looks a lot better at 100% like in most q1sp maps that use it.
Baker
#164 posted by Tronyn on 2010/03/14 08:51:07
thanks for that wad and explanation.
Orange Based Wads?
#165 posted by
meTch on 2010/05/08 19:32:34
is there any texture wads that are mostly orange, of if you want to get technical; shades of brownish red?
i've seen a few orange maps around (Orange whip comes to mind instantly)
Textras
#166 posted by
generic on 2010/05/08 21:26:43
Hipnotic and ikbase come to mind if you are looking for base textures.
But Not Orange Ones
#167 posted by
rj on 2010/05/08 21:40:32
orange whip (if i'm remembering rightly that it's similarly styled to frib's tangerine dream & mal's agent orange) got its orange textures from stock q2
Stock Q2
#168 posted by
meTch on 2010/05/08 22:31:24
you seri-ous?
aww maaan
:/
#169 posted by
necros on 2010/05/09 02:27:26
check out clockwork droid by rorshach.
willem has it on his server at quaketastic:
http://www.quaketastic.com/cgi-bin/filechucker.cgi?action=listfiles&path=texture_wads/rorshach
also, like all the rorshach textures are awesome, really. :) (i think vendetta is pretty orange too?)