id Software's Usenet Group Posts Archive!

quake/articles/1997/art-1080



Path: mantis!not-for-mail


From: "Richard G. Brewer"


Newsgroups: rec.games.computer.quake.announce


Subject: Submitting Skins for QuakeWorld


Date: 19 Feb 1997 18:09:22 -0000


Organization: QuakeWorld Clan Administrator


Lines: 277


Sender: moderate@jobstream.co.uk


Approved: quake@mantis.co.uk


Message-ID: <01bc1bd3$96f7c180$5269e7ce@tron.cyberportal.net>



The New Quakeworld skin pack, pack 3 (QWS_9706.zip) is available at


ftp.idsoftware.com and it's mirrors in the /idsuff/quakeworld directory.



Attached is the readme included in the zip.



* * *



The Official Quakeworld Clan Skins Readme File - 2/8/97


---------------------------------------------------------



Welcome to QuakeWorld.



Contained in this zip are approximately 150 new skins submitted


during the week of 12/24/96 to 2/2/97.



For those of you who haven't picked up the initial skinbase


release, I encourage you to do so. It is available as QW_SKINS.ZIP


at the following locations:



ftp://ftp.idsoftware.com/idstuff/quakeworld/qw_skins.zip


ftp://ftp.stomped.com/pub/idstuff/quakeworld/qw_skins.zip


ftp://ftp.cdrom.com/pub/quake/idstuff/quakeworld/qw_skins.zip



Updates are available at the same locations, in the format:



QWS_YYWW.ZIP (YY= year, WW=week)



Changes in this Release:


-----------------------



I've decided to drop the text files that go with the skins. Most


of the submissions I've been getting have not been formatted


properly as of late, making the decision easier. As most users download


new skins through QuakeWorld directly, there was really little point


in including them, since the text files aren't transferred with the skin.


This should cut down on the amount of space that the skinpacks take


up on the servers using them.



Installation Instructions:


-------------------------



**SERVERS:



1. If you have not done so already, create the following directory


structure in your quake directory :



quake - (main quake directory)


|__qw - (QuakeWorld data directory)


|_skins - (Skin files directory)



2. Unzip the contents of this archive into the skins directory.



3. Spawn your server. Clients will automatically download any skins


used in the current game upon joining (providing they don't have it


already).



**CLIENTS:



1. If you have not done so already, create the following directory


structure in your quake directory:



quake - (main quake directory)


|__qw - (QuakeWorld data directory)


|_skins - (Skin files directory)



2. Unzip the contents of this archive into the skins directory.



3. Run QWFE or QWCL. When you join a game, the skins will be used


automatically.



4. As updates occur, you may want to erase the contents of your


skins directory and allow the servers to refresh them. This will


ensure that you have the latest versions of the skins in the


skinbase.



Skin Editors:


-------------



Several people have asked me "What program should I use to


make QuakeWorld skins?" You can use any of several programs; Adobe


PhotoShop, Fractal Design Painter, Microsoft Windows Paintbrush


(heh...right ;)



Personally? I like JASC Paint Shop Pro (ok, JASC, there's your


plug...where's my Registered copy? ;)



You can get the latest version of Paint Shop Pro from any of the


following places:



http://www.windows95.com


http://www.shareware.com



As of this writing, the latest version is 4.12b



For those of you that do use PSP, I've included a copy of the quake


palette (quake.pal) for use in PSP. Just Drop it in your PSP


directory, then open PSP; go to "colors|load palette...", select


quake.pal, and you're all set.



Also, if you DON'T have QuakeMe yet, get it. It's an invaluable


tool for ensuring that your skin will appear properly when applied


to the player model.



You can pick up QuakeMe at:



http://www.xs4all.nl/~renep/quakeme



As of this writing, the latest version was 3.0b (beta).




HOW TO CREATE AND SUBMIT QUAKEWORLD SKINS


-----------------------------------------



1. Use the base.pcx included in this zip as your guideline.


Remember, just like back in grade school, keep in between the


lines. If you go outside the lines, you fail, and will be


held back another year.



2. There are six main areas of the skin.



a. The ax. Keep within the boundaries of the ax and


change it to your liking.



b. The shirt. In the base.pcx, the shirt is comprised


of 16 colors, #17 through 32.



c. The pants. In the base.pcx, the pants are comprised


of 16 colors, #113 through 128. Please keep in mind that


anywhere you use the shirt and pants colors, you will be


able to change those colors with the 'color # #'


command. Any other colors (not between 17-32 and


113--28) will NOT change. If you make your player's


Shirt a combination of colors 17-32, or even just one


color between 17 and 32, and you put a big dot in


the middle of your player's forehead of the same color,


then the dot and the shirt will both change to the same


color when you use the 'color # #' command.



d. The body, other than the shirt and pants. By default


these colors are static, they stay the same when you use


the 'color' command. But, you can make them change with


your shirt/pants colors also, by using the colors


mentioned above.



e. The weapon. You can change this detail and color,


once again, as long as you stay in the lines.



f. The flame. The flame is located between the players


leg and gun in the .pcx image. This is what appears when


the player shoots. You can change this to your liking if


you wish.



3. The colors 241-256 are 'full bright' colors. These


16 colors will ALWAYS be seen, regardless of whether your


player is in a shadow or in a brightly lit area. The red


dot/circle on the gun is a full bright color, just as is


the flashing crosses on the health spread throughout the


levels.



4. **IMPORTANT**: Be absolutely certain that you save your skin in


320X200 .pcx format and, 8 bit, 256 color mode. If you don't


(i.e. you save it in 64k color), your colors will NOT appear as


you drew them, when being viewed in QuakeWorld. Also, use the


default palette available when starting with base.pcx, do not


change palettes since this will cause you skin to display improperly


as well.



5. Be absolutely certain that you, yes you got it, stay within


the boundaries of the ax, body, gun and flame in the base.pcx


image. If you don't, QuakeWorld will NOT recognize any stray


markings outside these limits, and your image will not appear


as you drew it in your skin.



6. We will reject any lewd or otherwise inappropriate skins.



7. When you have completed your skin, save it as the first eight


characters of your clan's name, in accordance with #4 above. If


your clan name starts with the word 'Clan', for instance 'Clan


Dong', then drop the 'clan' part in the file name. Your skin


would be called dong.pcx. Also, if your clan begins with the


word 'the' drop this as well. For instance, if your clan name


was 'The Amish', your skin name would be amish.pcx. If your


clan name was 'The Clan I', your skin name would be i.pcx. If


we get more than one of the same skin name, we will notify one


of you of the new name we give it.



8. Now, do this correctly please. We will not go through and


make sure your skin is done properly. If you want to change your


skin, we will handle this at a later time, so do it right the


first time.



9. The base.pcx skin is copyrighted by id Software, Inc. and


is to be used only as a guide for you to make your own skin.



10. Here is exactly how your email should look coming to us.



--------------------------------------------------------------



Subject: Skin for Clan {clan name}



Body of the message follows:



Clan Leader: [Put clan leader's name here]


Full Clan name: [Put full clan name here]


Clan Email Address: [Put official clan email address here]


Clan Web Site: [Put full URL to your clan's web site here]



Name of Skin: [Put the file name of the skin here]



--------------------------------------------------------------



Your email should look exactly like this (obviously replacing the


'[Put ....]'s with the real thing). No signature, no garbage,


nothing, please.



It is IMPERATIVE that you make the subject line 'Skin for Clan


{clan name}', nothing else.



Send your FINISHED, PERFECT, JUST HOW YOU WANT IT FOR THE NEXT


COUPLE WEEKS AT LEAST, skin to:



qwskins@idsoftware.com



Thanks All...See you on QuakeWorld ;)



Richard G. Brewer


aka ^Drag0n^


QW ClanSkin Administrator


dragon@shax.idsoftware.com


---



Thanks to:



John "JohnC" Carmack


For letting me in on the development team, and putting up


with my annoyingly long emails, bug reports, and creative


input...



Barrett "Bear" Alexander


For taking away a better part of my free time ;)


I STILL owe you that beer...actually, I think YOU owe ME


one now ;)



American "tokay" McGee


For being the DARK part of "Dark Requiem." *PoP*



Walter "|2|" Costinak


Walt is simply the best damn CGI artist in North America.


If you havent seen Walt's work, I suggest looking at


http://www.fraservalley.com/2design/dr. It's one of the sharpest


pages on the web. Dark Requiem wears 2design clan apparrel


exclusively.



Dave "Kevorkian" Riller


"Mr. Quake" himself. Don't mess with this guy, he's a serial


killer-- Lord knows my butt hurts after playing a few rounds


with him...



Christian "Disruptor" Antkow


Christian's prowess in the matters of Quake has recently


paid off in spades-- he is now the official id newbie :)


Congradulations, Dis!



Geoff "Tarok" Scully


Always the voice of reason, and a true friend. You've not


only given the QuakeWorld developers an online place to share


ideas, but have made it a "virtual home away from home." Thanks,


Geoff...



Dark Requiem


Leeter than Leet-- "noone holds command over us.." ;)


--


Richard "^Drag0n^" Brewer


Quakeworld Clans Administrator


qwskins@idsoftware.com


dragon@shax.idsoftware.com