Welcome to the second pak of hopefully many textures to be created for the Quake 3 Arena mod Quake 3 Rally.  This set expands on the initial set, mainly to facilitate the map q3r_country*.bsp.  Textures will often be updated and added to as development continues, so check back with the main website now and then.

note, if you have not downloaded and installed the first texturepak for q3rally, do not install this one.  first, download the initial q3rsdk_mapping_pack.zip and install it (unzip the contents).  then install the files from this pak, OVERWRITING any files it asks about.  if you already have the first pak, disregard this part.  otherwise, strange results might occur and your maps may not work with the currently released sdk.

also please note that as an sdk, things change.  this means that some names and/or ideas may be phased out or changed in implementation.  this is just the nature of the beast of development as we improve or add features.  please do not complain that you had a map all set up but is broken by the beta or final release when available.  if you are going to be bothered by that potential, wait for the final release (hahahahhaha).

http://www.quakerally.com

***IMPORTANT***

when unzipping, please OVERWRITE any info from the q3rsdk_mapping_pak1 with this info as we have updated and ammended some files.


textures	this folder houses the subfolders af various q3rally textures

scripts		this folder contains the scripts to make the textures work

q3rally.def  	place this in your tools folder if using radiant or gtkradiant folder if using gtkradiant.  wherever you have your regular .def file for q3a, put this with it.

q3r_textureset02.txt	you are reading it

surfaceparms.txt has some of the new surface parms we are working with, have a look.

example.script	this is an example map object script system we are developing to create more interective maps.  however, this system has yet to be tested fully so there may be bugs and changes to it.  thgis is of course the nature of an sdk, so we apologize for inconvenience this may cause beforehand.

dirtyfun.map	an example map using scripted objects (may not yet be fully implemented)

q3r_country01.map  this is the map file of q3r_country that you can use to check out how a race map works.  you may not alter it in anyway and then rerelease it.  it is simply meant for you to understand terrain, entities, etc. and how they work.  do not pirate or bastardize this map please.



notes

naming conventions in the textures is very loose as i kept changing my mind as i created more and more textures.  i settled on the following set up which will expand...

q3r_building		mostly meant for manmade structures like homes and gas stations
q3r_dirt_grass		all offroad surfaces, like dirt, mud, grass, flowers, etc.
q3r_metals		new metals
q3r_people		crowds and people
q3r_signage		anything dealing with track directionals, road signs, billboards
q3r_sponsors		race logos and sponsor stuff, you know racey stuff...
q3r_trees		plantlife for q3r


not available yet, but in the que...

q3r_paved		all man made road surfaces
q3r_skys		skyboxes and cloud passes unique for this mod


basically i tell you this because if you make your own textures, we welcome them for inclusion into an "official" texture pack upon release of the actual mod.  and it would be nice if they were catagorized under the same folders than releasing a million subfolders of textures and scripts/shaders.


you may of course use these textures for non q3r purposes or as a base for your own textures, but you must give proper credit to quake 3 rally and link http://www.quakerally.com in your readme or credit as the source on a website.  basically just let people know you borrowed our stuff and let them know where you got it from.


thanks,

stecki

any problems or praise, email me at stecki@quakerally.com