Author: http://sourceforge.net/users/johnnycz/
Description: The Complete guide to using QuakeWorld ™ client ezQuake
Keywords: ezQuake, manual, guide, tutorial, how-to, howto, setting, quake, quakeworld, client, help, readme, install

# ezQuake Manual: Textures, console font and background, crosshairs, sky

## 24-bit Textures

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 <quakedir>/qw/textures path.

We recommend Quake Revitalization Project.

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. C:\Quake\qw\textures\dm4\ contains textures to be used only in map The Bad Place.

## Console background

You can replace the picture that is used as an console background. This file must be named conback.png and placed into <quakedir>/qw/gfx directory.

## Console font

Console font, called charset, is a picture of special format that goes into <textures>/charsets directory. We recommend Quaddicted charsets archive and Gibbage archive (with similar content).
Once place there, use `loadcharset` command with the name of the file with your desired console font.

## Crosshairs

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 <quakedir>/qw/crosshairs directory.
Presume, you've created file 'mycross.png'. Then type in the console `crosshairimage mycross` and your crosshair will appear on the screen.

Other commands for manipulation with crosshairs: crosshairsize, crosshairalpha, crosshaircolor

## Skyboxes

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

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

Those files goes to your <quakedir>/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.

## Skins

You can use custom player skins. Create an pcx image and place it into your <quakedir>/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 `enemyskin, teamquadskin, teampentskin, teambothskin, enemyquadskin, enemypentskin, enemybothskin`.

## 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 <quakedir>/qw/textures/wad directory.

Last update: 29.04.2006 08:36 PDT, made by JohnNy_cz | ezQDocs