(this topic was ported quickly from old documentation and needs updated)
This client supports textures replacement. You can replace textures of old maps with some new pictures. Just download a texture pack and extract it to your ./qw/textures path.
You can place all the textures in the root directory of the textures dir (see above) or you can create sub-dirs for each map there. E.g. ./qw/textures/dm4/ contains textures to be used only in map The Bad Place.
You can replace the picture that is used as an console background. This file must be named conback.png and placed into ./qw/gfx directory. You can download some console backgrounds from here.
Console font, called charset, is a picture of special format that goes into ./charsets directory. You can download fonts here.
Once place there, use
/loadcharset command with the name of the file with your desired console font.
In order to avoid visual artifacts, it is important to use a console font that matches your console resolution - more details here
You can switch between some inbuilt crosshairs using the crosshair command giving it an integer number as a parameter. E.g. crosshair 4 gives you simple square.
You can also create a crosshair for yourself in 24-bit colors with alpha-transparency! Save your image as a 24-bit PNG picture with alpha-transparency channel and place it into
You can download crosshairs from here.
Other commands for manipulation with crosshairs:
You can also replace textures used as the sky. Textures used as a replacement must have a special naming convetion: each file name consist of these parts: [basename][part][extension], where
- is the name that you will use within loadsky command when want to load the sky replacement
- is one of ‘bk’, ‘dn’, ‘lf’, ‘ft’, ‘rt’ and ‘up’, and
- is usually .png or .tga
Those files goes to your ./qw/env directory
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 your skyboxes directory. Then you just type
/loadsky day into the console.
You can also use
/skygroup command to define rules to use different sky textures in different maps.
You can use custom player skins. Create an pcx image and place it into your ./qw/skins directory.
E.g.: You have abc.pcx, use teamskin abc command to use that image as a player skin for your teammates. Other commands are
You can download skins here.
Head up display images
You can alter you gfx.wad using AdQuedit tool or you can use some hi-res 24-bit pictures instead. Those files go into your ./qw/textures/wad directory.
You can download HUD graphics here.