Textures
ezQuake supports textures replacement. We recommend downloading textures from QuakeWorld GFX and Quake Revitalization Project (QRP).
Console background
Replace the console background picture by saving an image to /qw/gfx/conback.png
.
Charsets
Located in /qw/textures/charsets/
, see Charsets for more info.
Crosshairs
Located in /qw/crosshairs/
, see Crosshairs for more info.
Heads up display (HUD)
See HUD for info on how to configure the HUD.
Ammo
Item | File location | Example |
---|---|---|
Shells | /qw/textures/wad/sb_shells.png | |
Nails | /qw/textures/wad/sb_nails.png | |
Rockets | /qw/textures/wad/sb_rocket.png | |
Cells | /qw/textures/wad/sb_cells.png |
Armors
Item | File location | Example |
---|---|---|
Green Armor | /qw/textures/wad/sb_armor1.png | |
Yellow Armor | /qw/textures/wad/sb_armor2.png | |
Red Armor | /qw/textures/wad/sb_armor3.png |
Faces (health)
Description | File location | Example |
---|---|---|
Full health | /qw/textures/wad/face1.png | |
Full health (damage) | /qw/textures/wad/face_p1.png | |
High health | /qw/textures/wad/face2.png | |
High health (damage) | /qw/textures/wad/face_p2.png | |
Medium health | /qw/textures/wad/face3.png | |
Medium health (damage) | /qw/textures/wad/face_p3.png | |
Low health | /qw/textures/wad/face4.png | |
Low health (damage) | /qw/textures/wad/face_p4.png | |
Very low health | /qw/textures/wad/face5.png | |
Very low health (damage) | /qw/textures/wad/face_p5.png | |
Quad | /qw/textures/wad/face_quad.png | |
Ring | /qw/textures/wad/face_invis.png | |
Pent | /qw/textures/wad/face_invul2.png | |
Pent + Ring | /qw/textures/wad/face_inv2.png |
Numbers
Numbers display health, armor, ammo and game clock.
Tip: Use HUD Numbers Generator to create HUD numbers using any Google Font.
Nums
Used for high ammo count and medium to high health.
Char | File location | Example |
---|---|---|
0 | /qw/textures/wad/num_0.png | |
1 | /qw/textures/wad/num_1.png | |
2 | /qw/textures/wad/num_2.png | |
3 | /qw/textures/wad/num_3.png | |
4 | /qw/textures/wad/num_4.png | |
5 | /qw/textures/wad/num_5.png | |
6 | /qw/textures/wad/num_6.png | |
7 | /qw/textures/wad/num_7.png | |
8 | /qw/textures/wad/num_8.png | |
9 | /qw/textures/wad/num_9.png | |
- | /qw/textures/wad/num_minus.png | |
: | /qw/textures/wad/num_colon.png | |
/ | /qw/textures/wad/num_slash.png |
Anums
Used for low ammo count and low health.
Char | File location | Example |
---|---|---|
0 | /qw/textures/wad/anum_0.png | |
1 | /qw/textures/wad/anum_1.png | |
2 | /qw/textures/wad/anum_2.png | |
3 | /qw/textures/wad/anum_3.png | |
4 | /qw/textures/wad/anum_4.png | |
5 | /qw/textures/wad/anum_5.png | |
6 | /qw/textures/wad/anum_6.png | |
7 | /qw/textures/wad/anum_7.png | |
8 | /qw/textures/wad/anum_8.png | |
9 | /qw/textures/wad/anum_9.png | |
- | /qw/textures/wad/anum_minus.png |
Powerups
Item | File location | Example |
---|---|---|
Quad | /qw/textures/wad/sb_quad.png | |
Ring | /qw/textures/wad/sb_invis.png | |
Pent | /qw/textures/wad/sb_invuln.png | |
Suit | /qw/textures/wad/sb_suit.png |
Sigils and keys
Item | File location | Example |
---|---|---|
Sigil 1 | /qw/textures/wad/sb_sigil1.png | |
Sigil 2 | /qw/textures/wad/sb_sigil2.png | |
Sigil 3 | /qw/textures/wad/sb_sigil3.png | |
Sigil 4 | /qw/textures/wad/sb_sigil4.png | |
Key 1 | /qw/textures/wad/sb_key1.png | |
Key 2 | /qw/textures/wad/sb_key2.png |
Maps
/qw/textures/
- Textures shared between maps./qw/textures/<map name>
- Map specific textures.
Models
Textures for 3d models located around the map.
Armors
Item | File location | Example |
---|---|---|
Green Armor | /qw/textures/models/armor_0.png | |
Yellow Armor | /qw/textures/models/armor_1.png | |
Red Armor | /qw/textures/models/armor_2.png |
Ammo
Shells
Description | File location | Example |
---|---|---|
Small shells pack (side) | /qw/textures/bmodels/shot0sid.png | |
Small shells pack (top) | /qw/textures/bmodels/shot0top.png | |
Large shells pack (side) | /qw/textures/bmodels/shot1sid.png | |
Large shells pack (top) | /qw/textures/bmodels/shot1top.png |
Nails
Description | File location | Example |
---|---|---|
Small nails pack (side) | /qw/textures/bmodels/nail0sid.png | |
Small nails pack (top) | /qw/textures/bmodels/nail0top.png | |
Large nails pack (side) | /qw/textures/bmodels/nail1sid.png | |
Large nails pack (top) | /qw/textures/bmodels/nail1top.png |
Cells
Description | File location | Example |
---|---|---|
Small cells pack (side) | /qw/textures/bmodels/batt1sid.png | |
Small cells pack (top) | /qw/textures/bmodels/batt0top.png | |
Large cells pack (side) | /qw/textures/bmodels/batt0sid.png | |
Large cells pack (top) | /qw/textures/bmodels/batt1top.png |
Rockets
Description | File location | Example |
---|---|---|
Small rockets pack (side) | /qw/textures/bmodels/rock0sid.png | |
Large rockets pack (side) | /qw/textures/bmodels/rock1sid.png | |
Small/large rockets pack (top) | /qw/textures/bmodels/rockettop.png |
Backpack
Item | File location | Example |
---|---|---|
Backpack | /qw/textures/models/backpack_0.png |
Health packs
Small health pack
Description | File locations | Example |
---|---|---|
Top | /qw/textures/bmodels/med3_0.png | |
Side | /qw/textures/bmodels/med3_1.png |
Large health pack
Animated using several textures (frames).
Description | File locations | Example |
---|---|---|
Top (frame 1) | /qw/textures/bmodels/+0_med25.png | |
Top (frame 2) | /qw/textures/bmodels/+1_med25.png | |
Top (frame 3) | /qw/textures/bmodels/+2_med25.png | |
Top (frame 4) | /qw/textures/bmodels/+3_med25.png | |
Side (frame 1) | /qw/textures/bmodels/+0_med25s.png | |
Side (frame 2) | /qw/textures/bmodels/+1_med25s.png |
Mega health
Animated using several textures (frames).
Description | File locations | Example |
---|---|---|
Top | /qw/textures/bmodels/med100.png | |
Side (frame 1) | /qw/textures/bmodels/+0_med100.png | |
Side (frame 2) | /qw/textures/bmodels/+1_med100.png | |
Side (frame 3) | /qw/textures/bmodels/+2_med100.png | |
Side (frame 4) | /qw/textures/bmodels/+3_med100.png |
Powerups
Item | File location |
---|---|
Ring | /qw/textures/models/invisibl_0.png |
Pent | /qw/textures/models/invulner_0.png |
Quad damage | /qw/textures/models/quaddama_0.png |
Projectiles
Item | File location | Example |
---|---|---|
Grenade | /qw/textures/models/grenade_0.png | |
Missile | /qw/textures/models/missile_0.png |
Weapons
Item | File location | Example |
---|---|---|
Super shotgun | /qw/textures/models/g_shot_0.png | |
Nailgun | /qw/textures/models/g_nail_0.png | |
Super nailgun | /qw/textures/models/g_nail2_0.png | |
Grenade launcher | /qw/textures/models/g_rock_0.png | |
Rocket launcher | /qw/textures/models/g_rock2_0.png | |
Lightning gun | /qw/textures/models/g_light_0.png |
Weapon viewmodels
Textures for the weapons drawn in your pov.
Item | File location | Example |
---|---|---|
Axe | /qw/textures/models/v_axe_0.png | |
Shotgun | /qw/textures/models/v_shot_0.png | |
Super shotgun | /qw/textures/models/v_shot2_0.png | |
Nailgun | /qw/textures/models/v_nail_0.png | |
Super nailgun | /qw/textures/models/v_nail2_0.png | |
Grenade launcher | /qw/textures/models/v_rock_0.png | |
Rocket launcher | /qw/textures/models/v_rock2_0.png | |
Lightning gun | /qw/textures/models/v_light_0.png |
Skyboxes
Skyboxes are textures used as the sky.
The skybox textures uses the naming convention: [basename][part][extension]
, where
basename
- is the name that you will use within loadsky command when want to load the sky replacementpart
- is one ofbk
,dn
,lf
,ft
,rt
andup
, andextension
- is usually.png
or.tga
These files goes into /qw/env/
.
E.g: You want to use skybox called Day
. Then you have to have files daybk.tga
, daydn.tga
, dayft.tga
, daylf.tga
, dayrt.tga
and dayup.tga
in /qw/env/
. Then run the command /loadsky day
into the console.
You can also use the /skygroup
command to define rules to use different sky textures in different maps.
Player skins
Located in /qw/skins/
, see Player Skins for more info.
Turning off textures
ezQuake allows a great deal of customisation when rendering the world
/r_drawflat 1
- Ignore textures from the map and render the world as shades. Colors are set depending on the normal of the surface - surfaces pointing more vertically than horizontally will be rendered as floors, others as walls.
/r_wallcolor color
,/r_floorcolor color
- Sets the colors to use for walls and floors/ceilings respectively
/r_fastsky
,/r_fastturb
- Determines if sky & turb textures (other liquids, such as teleporters) should be rendered flat
/r_telecolor
,/r_skycolor
,r_lavacolor
,/r_slimecolor
- Sets the colors of liquids that are being rendered as flat color
/r_skyname
- Sets the name of a skybox to use instead of sky textures. See section on [external textures][external-textures] for more info./gl_textureless 1
- Turns off textures, setting the color of each surface to the top-left pixel of corresponding texture/gl_max_size num
- Sets the detail level for textures, where num is between 1 (/gl_textureless
) and 16384 (max detail)