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.