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Date: Tue, 25 Nov 1997 09:54:39 -0500
From: Matt Hollums <matth1@mindspring.com>
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To: ml@qoole.com
Subject: Re: Using my own textures....
References: <34792679.4332@pacbell.net> <3479F05F.6E9B1C20@niagara.com> <347A394A.7368C124@full-moon.com>
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Status: RO

It took me a long time to figure this out, and it was just one little thing
I wasn't doing. So to maybe save you the headache I went through just
remember this:

After you have resized the texture to a multiple of 8 or 16, loaded the
Quake pallette into it.....saved it as a bitmap and loaded into a wad with
qART.... Make sure you RESAMPLE THE TEXTURE INTO SUBMIPS!!!!! What this does
is resample the texture into smaller textures that Quake will display from
further away. If you dont do this.....you will get a not enough memory or
something error when you try to load the .wad into an editor.

You can do this within qART, just right click on the Texture.....click View
Detailed, then click Edit, then click Resample.....and resample it into
submip1. There are better ways to do it.....by resampling the submips in
something like Photoshop and using Anti Aliasing to get a better quality
sample......but its not a major difference and is kind of a pain in the arse
to do it that way. Its much easier using qART.

Hope this helps,

Matt H.


Thomas Tripp wrote:

> Brian or Doug:
> Your question is one of the big questions people have as editors...
> everyone wants to learn how to make their own textures sooner or later.
> Unfortunately, the answer isn't very simple.  I will try to explain as
> clearly as possible:
>
> You can make your textures in whatever program you want (Photoshop,
> Paint Shop Pro, Windows PAINT, etc) but you have to follow certain
> guidelines:
>
> 1) It's a good idea to use colours from the Quake palette for your
> textures.
> 2) The actual size of the graphic should be a multiple of 8 or 16
> (preferably 16).  The reason for this is so that Quake can resize it
> correctly when looking at it from different angles and distances.
> 3) The biggest possible graphic size you can have is 320w x 192h
> (pixels).
>
> (those are the 3 most important things to remember).....
>
> NOW, once you're happy with a graphic and all peachy keen with how it
> looks, the next hurdle to conquer is how to convert it from whatever
> format it's in NOW to the required format it needs to be for Quake,
> which is what we call a MipDip.  Don't ask me WHY it's called that; I'm
> sure there's a perfectly good (and technical) reason for it, but I don't
> known what it is.
>
> To convert your .jpg, .bmp, .gif, or whatever into a MipDip file, you're
> going to have to use a Texture Editor program.  There are 2 very good
> (and Very Popular) ones that come with the QOOLE CD-ROM:
> 1) qART (a.k.a.
> 2) AdquEdit
>
> These programs are very useful because they allow you to combine several
> of your MipDips into one big collection of textures, which is called a
> WAD [because the file is saved as {filename.WAD}].  I'm sure you've
> heard of that before.  If you need a detailed explanation on how to do
> this with qART, I can give you that, but I've never used AdquEdit yet.
> qART is easy, so I stuck with it.  By the way, I will be writing a
> tutorial for THIS VERY QUESTION soon, for the QOOLE Academy! :)  Good
> timing, guys.
>
> Brian or Doug wrote:
>
> > I was wondering how I use my own textures in qoole, and what format do
> >
> > they have to be? (gif, jpg, pcx, bmp etc)
> > thanks
> > YurDun4/Doug
>
>   ______________________________________________
> Quake ID: Questor, IRC: _skeeter, ICQ = 882748
>        http://www.c-com.net/~skeeter




