I didn't make a map with them this time, but don't let that stop you. A lot of stuff in this pak will accept a color key if you put it on a func_static, namely all the glowy crap, so don't browse the list in the editor and feel like you're stuck with the presets. More info is in the readme.
oh yeah: There's a new weapon spawnpad .lwo in the pak but KFS says he can't get it to show up in the model browser. It's there, though - models/mapobjects/power/pad.lwo - if you want to place it by force.
These textures were great for Quake 3, and still look the part with those images there. Really nice work. Shame I don't do level design so much anymore, and I don't play Quake 4 at all so have no push to make a map for it
Okay. I put an addon.conf in the pk4 because I thought it was necessary for some reason. /me looks at andrew
well, if the textures aren't showing up in the editor, that's why. Delete addon.conf from the pack and they should work fine.
gg id!
Dr4ch: use a different technique? I didn't do any of the stock textures so I probably did, but I couldn't enlighten you as to what I may have done differently. q4 had zillions of texture artists. dozens even. possibly several. I just photoshopped around with different photosources on layers until I had a really good looking material and just took sections to make each texture.
I just can't resist it. I don't play Quake 4, and I'm bound to make poor game play, but I must make a map just to use these textures. Hopefully part way through I'll do what I do with most of my map: start not to like them and chuck them away, but I've got to at least do something.