May 28, 2008
jdhack@hotmail.com


These are the hi-res ammo & health textures from the Quake Remodeling Project (2005/04/23 release), reworked to be compatible with Quoth 2's combined ammo/health model (pickup.mdl).


Installation:
"""""""""""""
Extract the contents of this archive to the "quoth" folder in your Quake game directory.  Be sure to maintain the directory structure (the files should end up in quoth/textures/models/).  

You will also need to be using an engine that supports external textures for alias models (FitzQuake 0.80 does NOT, as far as I can tell).  As well, these textures will be used only for maps that use Quoth 2's combined model feature.  As of this date, the only one (AFAIK) is "Slave to a Machine" by RickyT23, but I'm sure more will follow (otherwise I wouldn't have bothered).


Disclaimer:
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I make no claims to the authorship nor ownership of these textures.  The original textures are copyright the dedicated folks at the Quake Remodeling Project (Moon[Drunk], Up2nOgOoD[ROCK] et al).  I've merely changed their layout to work with Quoth 2.


Related resources:
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Quake Remodeling Project
http://facelift.quakedev.com/remodel/

Quoth 2
http://kell.quaddicted.com/quoth/quoth2.html

Slave To A Machine
http://www.celephais.net/board/view_thread.php?id=60184

Everything Quake
http://shub-hub.com/
http://www.quaddicted.com/


Most of you will want to stop reading at this point.  I'm serious.  Okay, I warned you...




The story (as I understand it):
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Quake can handle only a limited number of models per map.  Back in 1996, this was not a problem.  But with today's larger maps and greater variety of available monsters & weapons, mappers can easily reach this limit.  (Even most custom engines have this limitation, because increasing it, if not done carefully, can break backwards compatibility.)

Quoth 2 introduced a clever feature whereby several of the standard models can be combined into a single model.  One example of this is pickup.mdl, which contains all of the standard health & ammo models.  The downside is that hi-res textures designed to work with the original models no longer work with the combined model.


The conversion process (for those who care):
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Converting the textures turned out to be a straight-forward, yet surprisingly tedious process.  I will now attempt to convey to you the extent of this mind-numbing tedium.

Each of the textures for the Quoth 2 pickup.mdl is composed of 2 textures from the Quake Remodeling Project - the leftmost is the side view, and the rightmost is the top view.  My goal was to modify the QRP textures only if necessary.  In most cases, I was able to use them as-is; however some had to be stretched and/or rotated in order to match the Quoth 2 layout.

Here is the exhaustive list of which QRP textures were used to produce what.  I do this mainly so that if any problems are discovered, it'll be easier to tell whether they were due to the original textures or my conversion.  Some luma textures have the top-view source texture listed as "N/A";  this means there are no 'fullbright' pixels, hence no luma texture, therefore that half of the luma texture is solid black.


     Quoth 2      |          QRP source textures           |
     texture      |     side view      |     top view      |
-----------------------------------------------------------|
pickup_0          |   shot0sid         |   shot0top        |   shells (small)
pickup_1          |   shot1sid         |   shot1top        |   shells (large)
pickup_1_luma     |   shot1sid_luma    |   shot1top_luma   |
                  |                    |                   |
pickup_2          |   nail0sid         |   nail0top        |   nails (small)
pickup_3          |   nail1sid         |   nail1top        |   nails (large)
pickup_3_luma     |   nail1sid_luma    |   nail1top_luma   |
                  |                    |                   |
pickup_4          |   rock0sid         |   rockettop       |   rockets (small)
pickup_5          |   rock1sid (2x)    |   rockettop (2x)  |   rockets (large)
                  |                    |                   |
pickup_6          |   batt1sid         |   batt1top        |   cells (large)
pickup_7          |   batt0sid         |   batt0top        |   cells (small)
pickup_7_luma     |   batt0sid_luma    |   N/A             |
                  |                    |                   |
pickup_8          |   med3_1           |   med3_0          |   health (small)
pickup_8_luma     |   med3_1_luma      |   med3_0_luma     |
                  |                    |                   |
pickup_9_0        |   +0_med25s        |   +0_med25        |   health (large)
pickup_9_0_luma   |   +0_med25s_luma   |   +0_med25_luma   |
pickup_9_1        |   +0_med25s        |   +1_med25        |
pickup_9_1_luma   |   +0_med25s_luma   |   +1_med25_luma   |
pickup_9_2        |   +1_med25s        |   +2_med25        |
pickup_9_2_luma   |   +1_med25s_luma   |   +2_med25_luma   |
pickup_9_3        |   +1_med25s        |   +3_med25        |
pickup_9_3_luma   |   +1_med25s_luma   |   +3_med25_luma   |
                  |                    |                   |
pickup_10_0       |   +0_med100        |   med100          |   health (mega)
pickup_10_0_luma  |   +0_med100_luma   |   N/A             |
pickup_10_1       |   +1_med100        |   med100          |
pickup_10_1_luma  |   +1_med100_luma   |   N/A             |
pickup_10_2       |   +2_med100        |   med100          |
pickup_10_2_luma  |   +2_med100_luma   |   N/A             |
pickup_10_3       |   +3_med100        |   med100          |
pickup_10_3_luma  |   +3_med100_luma   |   N/A             |


These are the textures I had to modify in some way:
  - rotated:   rock0sid, rock1sid
  - stretched: shot1sid, nail1sid, rock0sid, rockettop, batt1sid, med3_1, +0_med25s, +1_med25s
               (plus respective luma textures, where applicable)

Tools used: 
  - QME Lite v3.1 preview 2
  - Paint Shop Pro v4.10