Post by Null on Mar 9, 2015 20:52:54 GMT -5
Custom Textures, Skies, and Sounds
Here are some Textures, Env (Skies), and Sound packs:
tastyspleen.net/quake/downloads/all-textures.zip
www.mediafire.com/download/v5tqo7osqh18dc3/_textures.rar
tastyspleen.net/quake/downloads/all-env.zip
www.netdoo.com/wodx/files/env.rar (Blue Sky Collection)
tastyspleen.net/quake/downloads/all-sound.zip
To edit your own sounds, I recommend using a free sound editor called Audacity:
audacity.sourceforge.net/
For Quake2 the optimal sound setting I found when making custom wav files is: 22,050 Hz, 8 Bit, and Mono (PCM)
There's plenty of tutorials on youtube how to use Audacity to convert, and edit sounds:
www.youtube.com/results?search_query=audacity
You can even download and convert sounds found in youtube videos into mp3, that you can later isolate in Audacity for use in Quake 2. Here's one site that lets you convert Youtube into mp3:
keepvid.com/
Custom Sounds
To add custom sounds to various areas within your map you'd use an entity called target_speaker:
{
"classname" "target_speaker"
"origin" "1536 -2704 -496"
"volume" "1"
"attenuation" "1"
"noise" "world/amb9a"
"spawnflags" "1"
}
In this simple example, the above will play a fan sound (world/amb9a) at location 1536 -2704 -496. I'll not discuss how to use triggers or more advanced options in this section. More about this here:
files.volved.com/qsr/qoole250_cd/rust/tutorials/target_speaker/target_speaker.html
Custom Skies (env)
To change skies in your map is very simple. Just assign the above env files to the sky variable within the worldspawn like so:
{
"message" "The Edge"
"classname" "worldspawn"
"mapfile" "q2dm1"
"sky" "space1"
"skyaxis" "0 0 1"
"skyrotate" "4"
}
The above tells it to use the space1 sky, which axis it is to move on and how fast it should go.
If you don't want your sky rotating then you do not need to include skyaxis or skyrotate flags.
When you extract the above pack, you'll notice that a skybox is composed of 6 images ending with (up,rt,lf,ft,dn,bk) indicating various box sides.
And when assigning the name above you're ignoring the ending bit from space1up, and just using "space1" without the "up" bit.
In the near future I plan on releasing Tools for creating custom Skyboxes using Google Street View and widely available 360 panoramas.
Due to time constraints imposed on our contestants and the limited scope of this event, I'll leave this exciting stuff for the next contest
Here are some Textures, Env (Skies), and Sound packs:
tastyspleen.net/quake/downloads/all-textures.zip
www.mediafire.com/download/v5tqo7osqh18dc3/_textures.rar
tastyspleen.net/quake/downloads/all-env.zip
www.netdoo.com/wodx/files/env.rar (Blue Sky Collection)
tastyspleen.net/quake/downloads/all-sound.zip
To edit your own sounds, I recommend using a free sound editor called Audacity:
audacity.sourceforge.net/
For Quake2 the optimal sound setting I found when making custom wav files is: 22,050 Hz, 8 Bit, and Mono (PCM)
There's plenty of tutorials on youtube how to use Audacity to convert, and edit sounds:
www.youtube.com/results?search_query=audacity
You can even download and convert sounds found in youtube videos into mp3, that you can later isolate in Audacity for use in Quake 2. Here's one site that lets you convert Youtube into mp3:
keepvid.com/
Custom Sounds
To add custom sounds to various areas within your map you'd use an entity called target_speaker:
{
"classname" "target_speaker"
"origin" "1536 -2704 -496"
"volume" "1"
"attenuation" "1"
"noise" "world/amb9a"
"spawnflags" "1"
}
In this simple example, the above will play a fan sound (world/amb9a) at location 1536 -2704 -496. I'll not discuss how to use triggers or more advanced options in this section. More about this here:
files.volved.com/qsr/qoole250_cd/rust/tutorials/target_speaker/target_speaker.html
Custom Skies (env)
To change skies in your map is very simple. Just assign the above env files to the sky variable within the worldspawn like so:
{
"message" "The Edge"
"classname" "worldspawn"
"mapfile" "q2dm1"
"sky" "space1"
"skyaxis" "0 0 1"
"skyrotate" "4"
}
The above tells it to use the space1 sky, which axis it is to move on and how fast it should go.
If you don't want your sky rotating then you do not need to include skyaxis or skyrotate flags.
When you extract the above pack, you'll notice that a skybox is composed of 6 images ending with (up,rt,lf,ft,dn,bk) indicating various box sides.
And when assigning the name above you're ignoring the ending bit from space1up, and just using "space1" without the "up" bit.
In the near future I plan on releasing Tools for creating custom Skyboxes using Google Street View and widely available 360 panoramas.
Due to time constraints imposed on our contestants and the limited scope of this event, I'll leave this exciting stuff for the next contest