StepbyStep: Changing the Plaques

edit conchars.png
and put it in \Quake\id1\gfx

=========

fonts, conback, icons
[17:33] yeah, thats all fairly easy stuff
[17:34] not to downplay his accomplishments. he’s done some really great work, and his art is great
01[17:34] ive been reading i3d posts for YEARS and have no memory of any discussion on changing fonts
[17:34] but the technical side of making fonts conback and icons, as well as coding them up, is pretty easy stuff
[17:34] you know how to make a conback?
01[17:34] yes i tried once
[17:34] conchars is the same thing
01[17:35] basically Spoike told me what the file was and i edited it, IIRC
[17:35] throw an image called concahrs in where you’d put a conback
[17:35] done
[17:35] google image search conchars
[17:35] draw your new letters and numbers on top of those, and delete the original layer. done and done
01[17:36] this is where watching Should at work would have helped.. a nice step by step
01[17:36] go into this folder, open this file, do THIS etc
[17:37] http://quakeone.com/q1files/img/synq/conchars.png
[17:37] there, i even did step one for you
01[17:39] i have no idea where you got that from, nor what to do with it (ie after I edit it)
01[17:39] rtfming in i3d
01[17:39] searching ‘conchar’
[17:40] i did a google image search for “conchar”
[17:40] edit it, then throw it in the id1 folder
01[17:41] ah so quake’s one is in the pak
[17:42] sorry
[17:42] id1/gfx
[17:42] anywyas, you can throw that one in and you should see the font change
[17:42] so making your own console font is just a matter of editing that, or any other conchars you find
01[17:43] pak0 has a gfx.wad which has some numners
[17:44] those are for the hud
[17:44] you can just take my word for it, throw conchars in a folder named gfx, and throw that in the id1 folder
[17:44] start up your game and see the font change
01[17:45] Im tryin to find the existing conchars
01[17:46] pak1 gfx has only 1 item – something called pop.lmp
[17:49] right…but why?
01[17:51] so i can figure out how *you* figured this out 🙂
[17:53] <@Spoike1> there is no conchars.lmp. the data exists as a header-less lump within gfx.wad
[17:54] <@Spoike1> most engines pretend there is for the sake of texture replacements though
01[17:54] texmex says ‘1 entries in the wad were skipped’
[17:55] <@Spoike1> using a mip editor to edit non-mips won’t work.
[17:56] <@Spoike1> gfx.wad is not relevant for map editing.
01[17:56] ok so where do i put the conchars.png? This didnt work: C:\Users\Bon\Documents\My Games\FTE QuakeWorld\id1
[17:56] <@Spoike1> and tools are easily confused.
01[17:57] ill try another quake install
01[17:57] ie of a quakr which isnt in program files
01[17:59] ok that looks different
04[18:01] (1:53:26 AM) OneManClan: so i can figure out how *you* figured this out 🙂
[18:01] im lazy, ignorant, and most importantly, late to the scene
[18:01] i found out about it by reading the forums…like… ALL of them. ive read almost every thread at q1 and i3d.
[18:01] and by asking around
[18:02] those are the two means by which i learn everything
04[18:02] (1:59:15 AM) OneManClan: ok so where do i put the conchars.png? This didnt work: C:\Users\Bon\Documents\My Games\FTE QuakeWorld\id1
[18:02] you want
[18:02] (C:\Users\Bon\Documents\My Games\FTE QuakeWorld\id1\gfx\conchars.png
01[18:02] ahhh
01[18:03] i dont have a gfx folder in id1 .. just make one?
[18:03] yup
01[18:05] ok, trying: C:\Quake\work\Copy_of_working_quake_server\id1\gfx
01[18:05] and running the fteglqw.exe in : C:\Quake\work\Copy_of_working_quake_server\
01[18:05] no diff
[18:06] you should see the font show up in console, and in centerprints
01[18:06] ie when i type stuff at the console
[18:07] also, its nondestructive, so you can put it in your normal quake environment, and dont have to have a safe copy
[18:07] unless you already had a conchars of course….which you didnt, because you didnt have a gfx folder
[18:07] probably some path shenannigans. try throwing it in the quake folder you actually use
01[18:12] ok got it!
01[18:13] for some reason the fte in: C:\Program Files\zelTF\fteglqw
01[18:14] found it, here: C:\Program Files\zelTF\id1\gfx
01[18:14] but didnt find it here: C:\Users\Bon\Documents\My Games\FTE QuakeWorld\id1
01[18:15] anyway, YES, thanks
01[18:16] is there a template w lines, so you can make your iwn characters?
[18:18] probably, but i havent seen it
[18:18] just make the png a bottom layer, shove your new chars on top, and delete the bottom layer
01[18:19] ok, i suppose you need to leave space around the letters anyway
01[18:19] ie its not as if you’d ever draw a character to the edge of the ‘box’ anyway
06[18:22] * OneManClan takes out his ol’ wacom

================

> ok the conback has to be in: ‘id1\textures\foo.png’
15[17:27] and *then* you type in ‘conback foo.png’
15[17:27] i mean
15[17:27] ‘gl_conback foo.png’
15[17:28] ^^ works!
============

1. MAKE THE PLAQUES (Banner/Graphical Titles/Logos)
#define PLAQUE_MAIN “gfx/main_test.png” // the game logo
#define PLAQUE_OPTIONS “gfx/options_test.png”
#define PLAQUE_SAVE “gfx/save.png”
#define PLAQUE_LOAD “gfx/load_test.png”

2. PLAQUE_MAIN (Main logo)
menu/main.qc
M_Main()  = the main menu

3. PLAQUE_OPTIONS (Options menu)
menu/options.qc
M_Options = the Options menu

4. PLAQUE_SAVE & PLAQUE_LOAD (Save/load Option)
loadsave.qc
M_LoadSave = the load/save menu

5. Changing the conback
C:\Quake\work\Copy_of_working_quake_server\id1\textures\conbacks

/////////

Q: how do i change the conback in FTE?
01[19:30] I put a new conback.png in: Quake\id1\textures\conback\conback.png
01[19:31] but it didnt show
01[19:31] ill try specifying it in the fcg
01[19:35] gl_conback “\conback\conback.png” // worked!
[19:48] <@KrimZon_2_> maybe id1/gfx/conback.png
[19:48] <@KrimZon_2_> I’m not sure where the default auto-load path is these days
01[19:51] its: gl_conback “\conback\conback.png”
[19:51] <@KrimZon_2_> as a cvar?
01[19:51] but i specified it in autoexec.cfg
01[19:52] in quake/fortress/id1-sized
01[19:53] well I typed “gl_conback “\conback\conback.png”” at the console, and it changed the background
01[19:53] then put it in autoexec.cfg, and now it opens w the new conback
01[19:54] hm
01[19:54] so .. how do you control the conback for connecting players?
01[19:55] IIRC, EZQuake changes to a different TF conback when conecting to a TF server
01[19:56] presumably the server can tell the client which conback to load..
01[19:56] .. but does it send the conback to them, or do the users need to already have it?
01[19:57] hm.. theres a line in world.qc: precache_file (“gfx/conback.lmp”);
[19:59] the conback changes because it switches mod when you connect and the mod has a custom gfx/conback.lmp
[20:02] <@KrimZon_2_> I think making a gfx/conback.png would override the default conback automatically
[20:03] it should for most engines
[20:04] <@Spoike> or you could just move it out of the randomly named ‘conback’ directory…
[20:08] <@Spoike> ezquake likely changes its conback because the gamedir has changed.
01[20:08] yes
01[20:10] and presumably the file must be named “gfx/conback.lmp” ?
[20:10] if the engine supports external textures it could be gfx/conback.png or any supported type
[20:11] but gfx/conback.lmp is the file in the pak you are replacing
01[20:11] otoh if the client already has a “gfx/conback.lmp”, and connects to a server with a different “gfx/conback.lmp”
01[20:11] the new one wont overwrite the old one
[20:12] <@Spoike> gfx/conback.png will
01[20:12] for FTE as well?
[20:12] <@Spoike> should do, aye
03[20:24] * wellyeah (~slapmap@178.70.196.108) has joined #qc
01[20:30] hm.. ezquake 2.1 isnt changing conback
01[20:30] I put the line: precache_file (“gfx/conback.png”);
01[20:31] put the new conback.png in “gfx/conback.png”
01[20:31] i didnt see it download neither
01[20:33] so fortress/gfx/conback.* overrides id1/textures/conback/conback.* //?
[20:35] @ rather than making anything with Quake, why aren’t you all making games in Unity? – Only because I know quake inside out and like it a lot as a game – its a game more than a platform for me, but Im actually on a project using Unity (its mobile shit tho) and learning UT SDK
01[20:36] hm.. theres a comment in world.qc just before the gfx/*.lmp precaches: “// these are all of the lumps from the cached.ls files”
01[20:36] Q: what does that mean ^^ ?
01[20:38] wellyeah: whats the main ‘adjustment’ you need to make when going from quake mindset to UT SDK?
[20:42] <@Spoike> OneManClan: precache_file? STOP TRYING TO USE THAT
[20:42] well, the mapping is different – you make levels from a set of model objects pretty much
[20:43] then the scripting you dont need to code really – there is a visual system to edit everyhting
01[20:43] Spoike: Im just copying the ‘style’ of the legacy code
[20:43] from level scripting to shaders
[20:44] I never tried advanced stuff, so you might want to ask some one else
01[20:44] ‘scripting’ is their equivalent to quakec?
01[20:45] unreal script
01[20:45] ie it controls the same things as quakec does?
[20:45] OneManClan, it looks like this http://img.photobucket.com/albums/v229/Eldraad/SimpleExplodingBarrel.jpg
[20:47] it can do game logic like QC and more and its visual
[20:47] you can probably do more with QC
01[20:47] ah so you set paramaters on a gui?
[20:48] <@Spoike> the legacy code is shite.
01[20:48] really?
01[20:48] or is it because it was meant for a different server?
[20:50] <@Spoike> you mean vanilla unmodified qwsv 2.3 ?
[20:50] <@Spoike> or nq < v1…
01[20:52] hm, dunno, but most of the files mentioned in main() arent actually on the server:
01[20:52] http://pastebin.com/EgGX7Mxx
01[20:52] ^^ thats all legacy code, untouched by me
[20:53] <@Spoike> main is never called. ever.
[20:53] <@Spoike> don’t try and mimic what’s in there because its dead. all of it.

===================

Q: how do you edit *.lpm files?
01[00:05] lmp i mean
01[00:06] nm
01[00:06] ugh i was searching for lpm
01[00:06] Adquedit
[00:06] <@Spoike> lmp is specific to quake. its not a particuarly useful format.
[00:07] <@Spoike> unless you’re targetting software rendering still, I guess
[00:07] <@Spoike> be careful with adquedit. it makes deleting your mod really easy. 😛
[00:08] <@Spoike> you can also try fimg – http://www.inside3d.com/frikbot/fimg/
01[00:12] this is for menus and conback
01[00:13] do you *have* to use lmp?
[00:13] <@Spoike> in theory no.
[00:14] <@Spoike> in practise, the lmp contains size info which is potentially still useful
01[00:14] Well, I’ll use … whatever you think I should use 🙂
[00:14] <@Spoike> in that a high-res replacement will be much bigger
[00:15] <@Spoike> and if the engine says to use an image without specifying the size, the you get some super-sized image
01[00:16] u mean a non-fte engine?
[00:16] <@Spoike> fte should be fine with tga
[00:16] <@Spoike> if you’re using csqc, sizes come exclusively from the qc
[00:17] <@Spoike> (but you can still query the size from csqc and thus end up depending on lmp files instead)
[00:18] <@Spoike> you might want to consider dds
01[00:18] whatever is easiest
[00:18] <@Spoike> though some linux drivers don’t support the compression used in them, and fte won’t decompress them
[00:18] <@Spoike> tga then
[00:18] <@Spoike> or png
[00:19] <@Spoike> or jpeg… naah, jpeg is horrible
[00:19] <@Spoike> dds is easier for the engine – so long as the gl drivers support the relevant extension. 😛
01[00:19] i like how halflife showed a blurry tease/excerpt of the map as a conback
[00:21] <@Spoike> map-specific conbacks?
[00:21] <@Spoike> sounds horrible
01[00:22] they are fuzzy and arty
01[00:23] (rtfming dds)
01[00:24] oh wow, dds does that trick where multiple versions of the pic are available for different distances
[00:25] <@Spoike> which means the engine doesn’t have to blur them for you.
01[00:27] I imagine this is useful foe stuff like trees/leaves etc
01[00:28] i suppose anythign that needs to be sharp and detailed
[00:28] <@Spoike> dds has shoddy alpha support…
[00:28] <@Spoike> dxt1’s ‘alpha’ support is basically ‘if its black then its alpha is 0, otherwise 1’.

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