Quake 2 Texture Pack4/23/2021
Their dimensions are required to be a power of 2 in most OpenGL engines, commonly 64x64 or 128x128.Textures are stored directly within.bsp files when used by Quake, or extracted, collected, and used in.wad files by level designers.
Brushes must be fully textured with clip, and clip brushes do not seal the world from leaks. Clip is commonly used to prevent the player from getting stuck on architectural details. By default, this means they are water in Quake and you may swim in them. All faces of a brush must be of a single type of liquid texture, and they may not touch Sky textures. Their surface will also animate, and if compiled with the option -transwater will be translucent and not block Vis. ![]() Beware that most versions of vis wont create sound for water liquids which do not begin with the name water or 04water. Some modern vis programs allow you to turn off the creation of automatic ambient sounds. The texture is treated like two 128x128 textures, the right section used as a backdrop, and the left section used as an overlay with its black pixels transparent. Skies are displayed animated and full-bright, block player and monster movement, and swallow weapon fire. Their name must begin with the character and a number between 0-9. Quake will display a sequence beginning at 0, 1, etc, up to the highest number, and then loop back to 0. When one of these entities is textured with an animated texture and is triggered, it will switch to an alternate sequence if it exists. These must be named the same as the original animated textures, except use a, b, up to j. You are not limited by the number of frames in the original animation, but you must begin at a. Skip is a texture much like clip in that it is invisible, but skips use is to remove an entire face from ever rendering, and a brush does not have to be fully textured in skip. ![]() In general, this is of little use on solid geometry, as Quake performs backside culling, but can be used on brush entities or hacks like windows to hide unwanted faces. A waterskip texture exists as well, for use with liquid brushes. As the name implies these textures have parts that are alpha-masked so you can see through them like a fence. You can use these textures to make spider webs, vines, bushes, ice sickles, trees, etc. To make them show in your maps ran with supported engines you need to make them as a funcdetail or one of its variants: funcdetailillusionary, funcdetailwall, or funcdetailfence.
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