Frequently Answered Questions

 

1. What is the license on the textures? Can I use the textures for commercial as well as non-commercial usage?
2. How do I install the pack?

3. How can I join the team?
4. Any known errors?
5. How many textures are in Quake?

6. What resolution are the textures recreated in?
7. What is the acceptable format for the textures?
7. Is there something important I need to know when remaking?


 

1. Can I use the textures for commercial as well as non-commercial usage?
The textures are made from scratch and are copyright by their respective authors and, collectively, this project. These textures are free to use in any project, be it commercial or non-commercial, on the condition that the work or the derivative product mentions the URL ( http://facelift.quakedev.com ) and name of this project (Quake Revitalizatoin Project) in the credits. In case your project does not have a suitable credits section, you must include with your product a file titled "readme" or "licensing". No exceptions. For any further questions, contact me.

2. How do I install the pack?
You must be using a modern GL Quake client. This will in 99% of the cases include any client other than the official quake clients you download from ID or install from your Quake CD. Unzip the texture zip into your quake\id1 directory and your client should load them. For more in-depth instructions, read the readme.txt or readme.html inside every zip file or visit your client's webpage for help.

3. How can I join the team?
Visit our Contacts link and pick a way to contact me ( Up2nOgOoD[ROCK] ). Make sure you have spoken to me before you try to submit work. However, I would like to see what you're capable of and some previews if possible.

4. Any known errors?
Yes, about 30% of Quake's textures are "bugged" some way. Read the Bugs page.

5. How many textures are in Quake?
There are 486 unique textures and 58 duplicates for a total of 544.

6. What resolution are the textures created in?
They must be in the same X and Y relation as the original ones (to the power of 2). 128x128 => 256x256 or 512x512 or 64x128 => 256x512 or 128x256 is good for including detail and for still looking good in some years. If you feel you must use a higher or lower resolution, please let me know why when submitting a texture.

7. What is the acceptable format for the textures?
The project makes all releases in uncompressed .TGA (Targa) format without an alpha channel (some exceptions exist). Here are some reasons why:

  1. TGA compresses better when zipped.
  2. Loads faster than PNG.
  3. LordHavoc convinced me :)

8. 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 one must know before helping. Furthermore, Quake textures usually come in a group, meaning you can't just submit one texture. All textures in the series must be completed to ensure they are all similar and maintain the same Quake mood/theme.