Frequently Answered Questions

 

1. How do I install the pack?
2. How can I join the team?
3. Any known errors?
4. What resolution are the models and skins recreated in?
5. What is the acceptable format for the models and skins?
6. Is there something important I need to know when remaking?
7. Can I use the models and textures for commercial as well as non-commercial usage?
What are the legal issues?


 

1. How do I install the pack?
Every modern Quake client (note: the original Quake clients CANNOT load these, or any new textures!) has a different directory you must place the textures in. You are probably better off reading the faq/readme of whatever single player/multiplayer client you decide to use ( links ). Here are some tips: software clients do not use 24-bit textures. For the majority of you using Fuhquake, here is how you install:

You have an option. If you want to use these faithful textures on ALL maps, you put them in fuhquake\textures. There is a downside and an upside to that. The downside is that if you are using a texture-pack from someone else (someone who retextured all the textures for a certain map with a different theme), the maps' textures will be messed up. The upside is that you will have one list of "master" textures.

Or, if you want, you can place all the textures into fuquake\textures\exmy (exmy, not e1m1, e1m2..etc). This will make fuhquake load the textures only on maps that are e#m#. If you want to use them in any other map, you have to phyisically copy the textures into the map directory (like if you want to use texture.png in dm2, you'll have to copy/paste texture.png into fuhquake\textures\dm2).

Most people do the second option, except with #lava,#teleport, and doors. It's up to you... If you do that teleport/lava/doors (and whatever else you put in fuhquake\textures) will be used on ALL maps.

Fuhquake loads textures in this fashion: fuhquake\textures\map_dir then fuhquake\textures. I think that's enough explaining :)

DarkPlaces:

FuhQuake / EzQuake:

FTEQuake:

Tenebrae:

2. How can I join the team?
Visit our Contacts link and pick a way to contact me. Make sure you have spoken to me before you try to submit work!

3. Any known errors?
Nope. The only downside of using these models is that in an official tournament, they will not pass the f_modified UNLESS you use the high-definition skin pack (i.e. you use new skins on top of old models).

4. What resolution are the textures recreated in?
They must be in the same X and Y relation as the original ones. I think 128x128 => 256x256 or 512x512 (or whatever the correct relation is on that texture, maybe from 64x128 => 256x512) is good for including much detail and for still looking good in some years. Please try to stay away from 1024x1024 unless you really can't resist :)

5. What is the acceptable format for the textures?
The project **only accepts TGA (Targa) textures without an alpha channel!**. Here are some reasons why:

  • Targa is more widely acceptable by Quake engines
  • It compresses better in zipped format
  • Loads faster than PNG

6. Is there something important I need to know when remaking?
Yes, if you are planning on submitting work to us you MUST have talked to me before you start! There are lots of behind-the-scenes information you must know before helping.

7. Can I use the textures for commercial as well as non-commercial usage?
The textures are made from scratch and are in no way copyrighted. You are completely free to use the textures we make in any way, shape, or form. However, we ask that you mention the URL of that/this page and our Team in the credits.