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LDAQ4 (blue texture mod)
Filename: ldaq4.zip

Date Added:
Type / Category:
134.63 MB
LD Ash
Mods > Mini-Mods

Average User Rating: 8.6
Number of Votes: 12
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5 Other Files by LD Ash:
- Terrain Detail Mapping (1.1)
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LDAQ4 (blue texture mod) - File Description  

Is green just not your thing? Well seems LD Ash didn't like the color green so much and made this mod to change most of the things in Quake 4 to blue.

LDAQ4 (blue texture mod) - Screenshots  
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LDAQ4 (blue texture mod) - File Download Options  

Primary Download Locations:
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Download from Worldwide Mirror by FileFront Download LDAQ4 (blue texture mod)!

LDAQ4 (blue texture mod) - Readme  
Readme File:
LDAQ4 (blue texture mod)
for Quake IV (all ver)
v1.0 (070606)

- This is a mere texture mod that changes much of Quake IV's green
marine theme (characters, weapons, items) to blue. It's an extension of
my earlier "Dark-Bloody Strogg Kane" texture mod and as such includes
all of that earlier "mod" content. This is basically my own personal
"theme mod" being a blue fanatic, I've been obsessive recolourising a
fairly large portion of the Quake IV content, Strogg-Kane being the main
reason for this whole package. Quake IV really is a pretty cool game
and I hope some can enjoy it more with this theme mod. I would have
liked to have made a bunch of SP maps with this too, but I don't like to
think of how long that would take with everything else going on.

- Put the various PK4 files into your folder of choice, you can put
them into a \LDAQ4\ folder and launch it from the "mod" menu, or you can
put them into \q4base\ if you choose, it shouldn't cause any problems.
It may also be compatible with other mods that won't override the
textures or MTR files, but I haven't tested it apart from GTX Bloom,
Parallax Mapping and the bot mods, since all of the multiplayer stuff
has been affected by the changes. If some things are still green (like
the marine helmets) then run the mod with this command:-
image_useprecompressedtextures 0

List of changes:-
(includes respective multiplayer and "world"-model changes:-)
- Strogg Kane = Dark-Bloody Kane, with face-plate and piping.
- Marine suit = now is dark blue/gray.
- Medic suit = green components are dark blue.
- Tech suit = green components are gray/blue.
- Marine Helmet = green to dark blue with green visor.
- All weapons = to blue/gray theme.
- Walker = from green to dark blue/gray with green glass.
- Hovertank = from green to dark blue/gray.
- Convoy trucks & gun = from green to blue/gray.
- SMC vehicles/ships, crates/objects etc. = green to blue theme.
- Strogg Tactical = from orange to dark-bloody.
- Strogg Harvester = from red to black theme.
- Strogg Makron = from light-tan to dark brown.
- Strogg Network Guardian = a little darker.
- Strogg Stream Protector = now a darker blue theme.
- Strogg "Boss-Buddy" = dark-bloody Boss-Buddy.
- Strogg Marines = dark-bloody colours/bloody faces.
- Strogg Sentry = now darker and green theme.
- Strogg Hovertank = now darker and green theme.
- Strogg Scientist = darker skin tone.
- Strogg Light Tank = now darker and green theme.
- Strogg Gunner = darker skin tone.
- Strogg Gladiator = darker skin tone.
- Strogg Berserker = darker skin tone.
- Failed/Slimy Transfer = darker skin tone.
- Sharpened most of the specular and diffuse textures changed.
- Monster "burnaway" = extended to about 2 minutes. (sometimes?)
- Gibs = now fatter with cubemap reflections.
- Terrain textures = added detail-mapping mod (v1.1).
- Main menu/Loading GUI = now has many blue components.
- In-game HUD (Marine&Strogg) = is now blue and more transparent.
- GUI cursor = from default to blue "ViolaE" arrow.
- Light-friendly cubemap "reflections" (gen5) to:- monsters (+bosses),
some characters, all weapons, ships and vehicles, some mapobjects.
+ Ammo maximums increased. Faster run speeds. Few monsters weaker.
(refer to collage image to see many of these changes in-game.):-

- Air Defense Cannon GUI is still yellow/orange.
- Vehicle armour/shields HUD gauges difficult to see.
- Networking Guardian teeth and jetpack don't "burnaway".
- Crosshair-over NPC name still fully opaque.

Thanks to:-
- "der_ton" - MD5 importer/exporter plugins.

IMPORTANT!- You may only access the contents of these pack files if you
_legally_ own a copy of Quake IV. All images (apart from GUI cursors)
are property of id/Raven Software and other companies involved, as a
condition of downloading and accessing this pack file you agree to
legally owning a copy of Quake IV, else you deserve to be Stroggified
into a harmless pink Strogg-poodle, a Stroggoodle.


LDAQ4 (blue texture mod) - User Comments  
The following comments are owned by the user that posted them. Quake 4 Files is not responsible for their content.

Total comments: 13 | Last comment: 04-23-2008 at 12:20

 #1 - Great Ldash !!! - 06-10-2007 at 12:45
From: (Salt (Girona))
Joined: September 28th, 2006
Posts: 3128
Making blue anything he touches !!! ;-)

 #2 - Sweet!! - 06-15-2007 at 06:16
From: (Brum)
Joined: June 15th, 2007
Posts: 1
I always hated the strogg being tango'd, been looking for a mod like this for a long time Two Thumbs Up!

niceoneBeer! Beer!Beer! Beer!

 #3 - 06-15-2007 at 14:48
From: (England)
Joined: June 18th, 2006
Posts: 35
Strogg being tango'd lol

 #4 - 06-15-2007 at 19:44
From: (SA)
Joined: September 18th, 2003
Posts: 234
Me too, and I've been meaning to do it for a long time. My original goal was to make Strogg-Kane like a ninja-Strogg and cover him in blood. Sorry it took so long.

 #5 - 07-01-2007 at 08:03
Joined: December 17th, 2004
Posts: 119
Cool, btw.. got some other screenies of the changes? And when will and update be released?

 #6 - 07-19-2007 at 15:01
From: (SA)
Joined: September 18th, 2003
Posts: 234
Update is still another 2 months away, roughly, and sorry no, the collage image pretty much captures all the main features of the mod.

 #7 - Problem - 08-03-2007 at 20:14
Joined: January 12th, 2007
Posts: 30
Some things are blue, some things are not. The marines are the same, their gloves are blue and a lot of items aren't blue. Can you tell me what I'm doing wrong? I put them in a folder and run the files from the mod menu. Do I need a patch.

 #8 - 08-04-2007 at 04:36
From: (SA)
Joined: September 18th, 2003
Posts: 234
Because I didn't bother including all the DDS files, you need to run the mod with this command:-
image_useprecompressedtextures 0
At the title screen, bring down the console with ~ and enter that, then follow with:-

 #9 - Cool but a blood/crimson-red would have been much cooler... - 09-04-2007 at 12:48
From: (Chicago)
Joined: September 4th, 2007
Posts: 4
A nice change from the gaygreen but I think a crimson-red would have been much more appropriate.

 #10 - Great Work! - 03-25-2008 at 11:22
From: (Victoria)
Joined: October 26th, 2007
Posts: 154
Mind if I use some of the textures in my Q4 mods?

 #11 - 04-09-2008 at 22:26
From: (SA)
Joined: September 18th, 2003
Posts: 234
Sorry Slayer_2 I missed your comment all this time.
No problem! I can't claim rights to them anyway, all I did was recolourise the originals. Honestly, the _only_ thing I wouldn't like people to use is the mouse cursor. stick out tongue

 #12 - Thanks! - 04-22-2008 at 12:31
From: (Victoria)
Joined: October 26th, 2007
Posts: 154
I didn't keep the originals per say, but based my own variations and file layouts off of your mod. It was still great help.

 #13 - LDAsh - 04-23-2008 at 12:20
From: (Victoria)
Joined: October 26th, 2007
Posts: 154
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