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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

ItemFile locationExample
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

ItemFile locationExample
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)

DescriptionFile locationExample
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.

CharFile locationExample
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.

CharFile locationExample
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

ItemFile locationExample
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

ItemFile locationExample
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

ItemFile locationExample
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

DescriptionFile locationExample
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

DescriptionFile locationExample
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

DescriptionFile locationExample
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

DescriptionFile locationExample
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

ItemFile locationExample
Backpack/qw/textures/models/backpack_0.png

Health packs

Small health pack

DescriptionFile locationsExample
Top/qw/textures/bmodels/med3_0.png
Side/qw/textures/bmodels/med3_1.png

Large health pack

Animated using several textures (frames).

DescriptionFile locationsExample
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).

DescriptionFile locationsExample
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

ItemFile location
Ring/qw/textures/models/invisibl_0.png
Pent/qw/textures/models/invulner_0.png
Quad damage/qw/textures/models/quaddama_0.png

Projectiles

ItemFile locationExample
Grenade/qw/textures/models/grenade_0.png
Missile/qw/textures/models/missile_0.png

Weapons

ItemFile locationExample
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.

ItemFile locationExample
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 replacement
  • part - is one of bk, dn, lf, ft, rt and up, and
  • extension - 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)

Heads Up Display (HUD)

See Heads Up Display (HUD)