Release: evillair's eX texture pack repackage

Greetings everyone! :stuck_out_tongue:
I’ve come back to trem to deliver shininess. Here is the classic eX texturepack by evillair, prepared just for games that run on ioQuake3! This pk3 is compatible with any ioQuake3 mod(such as trem).

NOTICE: This pk3 is meant to be shipped as a supplemental pk3, so instead of packing up textures into your map pk3, you can just ship this pk3 as well and any map that uses textures from it will simply pull from this pk3 instead of storing redundant data. This method will also allow any update I make to update all maps that use it.

If you cannot find eX in your shader list in Radiant, simply add eX to your shaderlist.txt.

Download both packs and place them in your base directory. Both packs are required to function and are split to stay under the 32MB bug on 1.1.0.

07/02/2016: Added alpha channel to grate textures and added shaders/materials that utilize the alpha channel.
texturepack-eX-gl1-07022016-1.pk3
texturepack-eX-gl2-07022016-1.pk3

OLD:

–06/20/2016: Corrected another texture reference. Lowered specular exponent across the board. Set specular values for concrete textures for less reflectivity. texturepack-eX-gl1-06162016-1.pk3 texturepack-eX-gl2-06202016-1.pk3
–06/17/2016: Corrected a texture reference in eX.mtr. texturepack-eX-gl2-06172016-1.pk3
–06/16/2016: Initial release. texturepack-eX-gl2-06162016-1.pk3

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MAP PEOPLE PLEASE DO THIS

DON’T BE A FUCKING DICK AND MAKE US SIT ON OUR ASSHOLES INBETWEEN MATCHES TO DOWNLOAD 3000 TERABYTES OF SIMPSONS.WAV BECAUSE YOUR GREEDY ASS WANTED TO COMBINE PK3S LIKE THE SYRIANS COMBINED MUSTARD GAS

LEAVE THE FUCKING PK3 ALONE

CAPSLOCK

Well I’m glad somebody agrees :stuck_out_tongue:.

Welcome back to Trem Odin :smiley: !

could you split this pk3 up into multiple pk3 files? There is a bug with Trem servers where the download of pk3 files that are larger than 32 MB freeze when it gets to 32 MB. There is still a significant percentage of the playerbase who use the 1.1 stock client from Tremulous.net that can only download directly from the server. Also given their download rate it would be more manageable for them to download lets say four 10.5 MB pk3 files gradually introduced over a couple of weeks :wink: .

A player won’t be downloading this from the server so I don’t think the size restriction is needed.

If there are going to be maps that will be using this texture pack as a dependency, wouldn’t players who don’t have this texture pack experience missing textures for those maps?

Yeah, I forgot about that bug. I can split the pack up, easy.

I’ve split it in two. The first pack is all diffusemap textures. The second pack is normalmaps and specularmaps, along with eX.shader and eX.mtr. I put eX.shader into the second pack because I was afraid the second pack might not automatically download, as I’m not sure if mtr files will trigger downloads of missing files at that point in connecting to the server.

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If I were to add these two packs to the same base folder we keep the custom maps on a server, would their download be triggered when a map that depends on them is played, or would I have to place those packs in the fs_game directory to ensure that people would download them if they don’t have them regardless of which map is played? If possible, it definitely would be preferable to have them in the base directory so that once people have them, it would work for any server.

It should download them if they are needed by the map. You should do whatever you need to do to get people to download them.

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I guess we will find out for sure when we have a trem map that uses them :wink: .

I’m thinking of rebuilding ATCSHD with it.

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I’ve corrected an issue with one of the materials. Please download texturepack-eX-gl2-06172016-1.pk3.

Just as a heads up, some players are very sensitive about even a pixel being out of place on their precious atcs :wink: .

Corrected some more issues.

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I’ll probably fuck with this pack a good bit once updated clients are common amongst the playerbase.

Tremulous 1.1.0 is fully supported.

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Technically yes; my problem is that they are still relatively heavy files and the download speed allowed currently isn’t really fast enough to deal with files this size efficiently, combined with not being able to separate the pk3s and some GL2 features apparently (to me atleast, fullbright isn’t appealing) downtuning the map’s looks on 1.1 (I don’t want to have to balance the graphics between 2 different versions of the renderer, all or nothing kinda). The former is the reason I brought up the 256 sized version on IRC aswell.

They aren’t fullbright on 1.1.0. They support lighmaps. Try eXcs in 1.1.0.

Tried it and ended up fullbright for a reason that is beyond me. Checked that I enabled lightmaps and not just vertex lights. No idea.