the rendering quake 1 font
“The image data is stored in gfx.wad by default but can also can be placed in gfx/conchars.lmp.”
unicode #43 == + symbol
When creating a WAD, stores the images in Quake PIC format instead of MIPTEX format.
NOTE: this option is automatically enabled when the output file is called “gfx.wad” (or “GFX.WAD”, case is not significant).
NOTE 2: the CONCHARS and TINYFONT lumps are special, and are always created as a raw blocks of pixels.
Red Crosshair examples:
use slade v3
youre modifying the unicode char map for the file CONCHARS.dat aka CONCHARS #141
this is located in PAK0.PAK/gfx.wad do not modify PAK0.PAK
create a pak called PAK1.PAK <— anything in here will override the same files inside PAK0.PAK
in slade create a new PAK1.PAK (or pak2.pak if you already have a pak1.pak)
import gfx.wad with your modified conchars.dat
all the other files in gfx.wad must be present
run quake KEX enhanced — or vanilla or source port
adjust your crosshair
take a screenshot and use an image editor to find the center of the screen
X = left and right position
-1 is left one pixel, 5 is right 5 pixels.
Y = up and down position
-1 is up one pixel, 8 is down 8 pixels
your coordinates start at 0x0 top left.
my center was x=1.5 & y=20
1920/2 = 960 centered
1080/2 = 540. you do not shoot at the center of the screen, optimally 15-20 pixels above the center
default crosshair is not centered
your resolution and scr_screenscale 0 effects the position of the crosshair…
This is all for Quake Modding Crosshair PAK0.PAK Enhanced & Vanilla hope you enjoy the post. If you believe we forget or we should update the post please let us know via comment, we will try our best to fix how fast is possible! Have a great day!
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