Re-texturing project


Ok, so I’ve set up the gl2renderer and it seems to be functioning.
I’m attempting to redo 100% of the textures in q3a, I’ve made about 50% of the base_ textures so far and I’m wishing to do spec/normal maps for the vast majority of them for the finished project.
My issue is that I don’t know how to go about a file system… So far ive been replacing textures in the pak0 file and editing the corresponding scripts also contained there.
However i would like to have a separate pk3 file that i can use soley for these new textures and scripts (like a propper mod that someone could download and place in their base folder).
How do i go about getting q3 to recognise this pk3, the textures and scripts contained and override its pak0 files?
Greatly appreciatiative of any help received :slight_smile:


Wait sorry, just discovered all i needed to do was place them in a new pk3 with the correlating texture folders and the engine somehow grabs them (I’m a tad new to this so my apologies to my… Naivety)


On a slightly similar note - is there a reason my brightness slider is in greyscale and cannot be adjusted? I tried messing with /r_gamma in the console, even changed the .cfg file but still nothing seems to be able to change the gamma/brightness in-game.


Its because of r_ignorehwgamma taking over gamma. Set it on 0 ant then vid_restart. I don-t know if 1 is hardcoded to the exe but I use it on autoexec.cfg


Cheers very much appreciated :slight_smile:



Curious about your re-texturing project…
What’s the aim of it, how is the result?
can have a test, already finished??

I although changed my original Q3A textures , rising resolution and applying basic photoshop effect, just to make It seems a bit better not a great deal. Then I directly repacked in my pak0.pk3 files because I just don’t play online.

I’m curious to see what you did to original bots !!


Hey man, i eventually stopped doing the textures (the process was getting a bit tedious) and moved on to making new weapon models, but again after a few months it got tedious, and then i moved onto making player models but after a while found that making the texture meshes was a bit too difficult, particularly the body textures - as aligning the polygons to 2d was a mess, and after trying and trying i eventually got sick of not making any progress and gave up :confused:

The aim was just to add high res into the mix using ioq3’s new paralax and normal map abilities. For the original q3 textures i made them 400% larger, so a 256x256 would be 1024x1024 (though 512x512 i limited to 1024 just for the sake of performance) the issue i found though was the lighting in q3 maps made things a bit uneven.
For instance: When i made the metal bridge texture, and accompanying normal and spec maps j would jump into q3 to look at how much it stood out - in one part of a map the texture would look flat and have no depth like and original q3 texture, but then mere in game metres away the texture would look warped from too much depth caused by the local light source/s.
So one would have to remake a map with gtkradient installed to the ioq3 base, with all the correct lighting and then the textures would all be visible as they should, but it’d be a lot of work re making the original q3 maps (ive only done one which is the small room with the plasma gun in q3dm0)



I got simple and just made a few modif on 2D texturing with NO EFFECTS, no dephts, shinning or what.
Not that skilled :slight_smile:


If you download gimp (for free) you can set up the basics pretty easily. To create your spec map just copy and paste your normal texture and rename it. So say your texture is diamond_1c, copy and paste, then rename it to diamond_1c_s. Open that in gimp and in the colour tab up the top select desaturate. That will make the image grey scale. Now the lighter on the grey scale image - the more it will reflect in game and look shiny. For the normal(bump) map copy and paste your original texture and rename to diamond_1c_nh. For this part you will have to download a plug in for normal map filters on gimp, just google “gimp normal map filter plug in” and you’ll find some, download and place into the plug ins folder in your gimp directory. Follow the the steps from the site you downloaded it from and if its like mine all you have to do is go into gimp, the filters tab and select normalmap and it will do the work for you - it should pop up with a screen to goggle the various components to make your normal map different. (ive found adjusting brightness/contrast etc prior to normal mapping allows to make more defined bump maps)
There is a page on this site that gives you the steps needed to set up the opengl2 renderer so that the engine will pull your images with the _s and _nh file endings and will render them accordingly. From memory i just enabled parralaxmaps, normalmaps and the cubemap thingy. If you search on here for opengl2 the post should come up - the bloke explains it all in a much clearer way than i have :slight_smile:


(Re)Texturing project, anyone? there we go - smile_theory started the post (the post that gave me hope and started me down the path of texturing)

Thank you @SmileTheory for opening my mind to the wonderful world of texture manipulation!


I had been reading that post althought and guessed about such link.

By the way i tried to make thoses textures work in my ioquake3
and couldn’t find them in any map…

I’m wright in believing in re-worked “comon” textures, used in MANY classic maps? or not?
witch map should displays thoses textures?

I had the last built of ioquake3 , tried toi activate the GL2 but didn’t found nothing about this in any menu, nor readme file…
Is It really defaut activated or need special action??


You can verify which renderer is loaded by using the /cl_renderer command as documented in the wiki


cool, that’s the wiki I should (and didn’t) had found while asking “ioquake wiki” on my google !



A tad off topic, but didn’t want to annoy everyone with a million different posts - Would anyone be interested in these per chance?