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  • Priest777
    started a topic Texture Packs for Quake

    Texture Packs for Quake

    Tired of qrp and Rygel cause of RETEXTURING some original stuff. Is there a good texture pack that just makes all ORIGINAL more beautiful WITHOUT changing anything?

  • Dutch
    replied
    @Quake mod

    Absolutely man. I'll hit you up tomorrow when I get off work, I think I don't have to work Friday (I work 4 10s, so Friday is usually overtime depending on how busy the shop is), so I'll have a good chunk of time over the next few days.

    Leave a comment:


  • MadGypsy
    replied
    @It's really the only reason I'm on a complete stand still on a game/mod

    I have a mod we can work on that wouldn't take either of us a long time to make. Nowhere near some 1000 hours. It'll be a week or two before I can start working on it but, if you are interested we could knock it out together.

    There are no textures, models, etc to make....just stock quake in that regard. We just need to write a little QC and make a very special kind of map. Really, that is all....and ONLY ONE MAP.

    I had the idea last week when I made a game in javascript in 2 hours. I realized after making it that if I quaked it it would be original and fun. I tell you this part cause obviously a 2 hour build on a javascript game is not gonna translate to some monster quake modding. If you want to know more, hit me up in a PM. I have this new thing where I make stuff and tell no one til it is done. Which is why it will be a week or two before I can start and also why I am not willing to expose the idea here.

    @What a dumb player i am
    There is nothing dumb about discovering your possibilities and deciding which one you like the best. When I first came here I downloaded like 7 zillion gigs of stuff and couldn't figure out what to do with half of it (for a bit). My quake travels are a bit different than most of the people here though cause my interests (niche) tends to be more related to modifying the stuff we use to make Quake, and writing tutorials about it.
    Last edited by MadGypsy; 05-06-2015, 02:56 AM.

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  • Priest777
    replied
    Originally posted by MadGypsy View Post
    Oh I know exactly where you are going. The vicious circle. You start with simple, ultimately end with simple and then lose interest due to all the time you spent trying to figure out the level of detail you want to reside in.
    Your thoughts are VERY VERY CORRECTLY, dude. Really...fricking circle..

    Leave a comment:


  • Priest777
    replied
    All of it guys, all decisions...they are true. God damn dances around vanilla Quake, those Quake, we remember and love from childhood, when Romero's ideals of art and design were absolute, and there were no textures or such a things, and now...owww, dear mommy...water is not perfect as in real life, guns are not shining, let's make more and more, being dropped in this mentioned "circle". I like Quake and different people that make mods for this great game, so..That's true, in the end, you getting tired. Always. As a creator of this thread, i got it too late. I think...i think i'll leave it as it is for now, QRP is enought...) What a dumb player i am XD

    Leave a comment:


  • Dutch
    replied
    Originally posted by MadGypsy View Post
    Oh I know exactly where you are going. The vicious circle. You start with simple, ultimately end with simple and then lose interest due to all the time you spent trying to figure out the level of detail you want to reside in.

    @1000 hours
    Psssh... I bet g_b put that much time in in the first year. It's years and years later and he still isn't finished. Probably more like 10,000 hours or more to make a more modern game.

    1000 hours is only 100 ten hour days. That's only a little over 3 months. So maybe almost 20,000 hours to build a modernish game. (4 years roughly or that divided by team members)

    I'm sure professionally made games are more like hundreds of thoysands of man hours.
    Yeah I agree, just pulled a number outta my ass lol. It would be a lot easier to do if you actually had a team and did it as a profession, but then it's no longer fun, because every cool idea you have, someone else on the team has a 'cooler' idea, or your boss says "nah, we gotta get this shit on the shelves in the next few months, scrap it." lol

    Honestly, I'd be happy to pull off a multiplayer game as simple as Q3 with a similar level of detail, but fewer models/maps/textures. Quality over quantity: a few solid models and maps and badass gameplay mechanics that keeps people coming back for more. No point in over-reaching. I mean, let's face it: for starters, this current generation of gamers has a hard on for Call of Duty, so forget it if your game falls short of that. Secondly, as previously mentioned, that level of detail just ain't gonna happen on your own.

    It's really the only reason I'm on a complete stand still on a game/mod. I can't find a place to draw the line on detail vs. game mechanics. I think I'm almost there though.

    Leave a comment:


  • MadGypsy
    replied
    Oh I know exactly where you are going. The vicious circle. You start with simple, ultimately end with simple and then lose interest due to all the time you spent trying to figure out the level of detail you want to reside in.

    @1000 hours
    Psssh... I bet g_b put that much time in in the first year. It's years and years later and he still isn't finished. Probably more like 10,000 hours or more to make a more modern game.

    1000 hours is only 100 ten hour days. That's only a little over 3 months. So maybe almost 20,000 hours to build a modernish game. (4 years roughly or that divided by team members)

    I'm sure professionally made games are more like hundreds of thoysands of man hours.
    Last edited by MadGypsy; 05-05-2015, 08:10 PM.

    Leave a comment:


  • Dutch
    replied
    Originally posted by MadGypsy View Post
    I'm sick of Quake. I wish someone would make Quake. Then I can play new old Quake but it better be like old old Quake except not the same but, without changing anything except the different stuff that needs to be faithful and different but the same {glitch} different {bzzt} same :malfunction: abort abort abort

    I call this QuakeBrain. Playing such a low resolution game for long hours forces your mind to digress to a point in the mid 80's where everyone was stupid.
    True story bro! Personally, the line between 'classic' Quake and 'modernized' Quake is fuzzy as hell. Let's juice up the texture resolution! Wait...that looks like garbage with only 255 colors...OK, let's use RGB values! Wait...now we need a new engine...At this point, you ask yourself why the fuck you're happy making MDL models and cheesy muzzleflashes, grainy lighting, and old textures when you're stepping up to a modern engine that makes these old file types look like hell. THEN, you ask yourself why not just make an entirely new, totally original game if you're going to dump a thousand hours into it, versus simply modding Quake? Then you realize you don't have that kind of time, so you scale down and re-focus on a simple Quake mod...then you start thinking about how you can make the original textures look better......

    I think you get where I'm goin with this

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  • MadGypsy
    replied
    , I forgot I wrote this. I say the darndest things...

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  • Syluxguy28O3
    replied
    Originally posted by MadGypsy View Post
    I'm sick of Quake. I wish someone would make Quake. Then I can play new old Quake but it better be like old old Quake except not the same but, without changing anything except the different stuff that needs to be faithful and different but the same {glitch} different {bzzt} same :malfunction: abort abort abort

    I call this QuakeBrain. Playing such a low resolution game for long hours forces your mind to digress to a point in the mid 80's where everyone was stupid.
    play doom :3

    Leave a comment:


  • MadGypsy
    replied
    I'm sick of Quake. I wish someone would make Quake. Then I can play new old Quake but it better be like old old Quake except not the same but, without changing anything except the different stuff that needs to be faithful and different but the same {glitch} different {bzzt} same :malfunction: abort abort abort

    I call this QuakeBrain. Playing such a low resolution game for long hours forces your mind to digress to a point in the mid 80's where everyone was stupid.
    Last edited by MadGypsy; 05-04-2015, 04:34 AM.

    Leave a comment:


  • Henry
    replied
    Originally posted by Priest777 View Post
    Tired of qrp and Rygel cause of RETEXTURING some original stuff. Is there a good texture pack that just makes all ORIGINAL more beautiful WITHOUT changing anything?
    Originally posted by golden_boy View Post
    He didn't say faithful. To me faithful means "looking like the original." He does mention Rygel's which is the farthest thing from faithful...
    If you spot any difference between those statements, let me know


    @ Madgypsy
    I do not know if you have compared the QRP world texture set with the one that Rygel released.
    What he does is to take all the existing textures from QRP´s pre-release and threw them in a text editor with a batch job. He added the same filter to all of them. You tend to work with code, so you surely know diff tools. Going through all textures one by one you will see the difference is always identical. He made them darker with more contrast and a filter to make them aged.

    The very new thing was that he created _gloss and _norm textures for all existing diffuse textures. That was his real breakthrough! And that was what he showed in all of his screenshots and what made people stare at it with open mouths.
    But even the normals have been made with a pre configured tool, which you can see when comparing them with My-Key´s normals, which he made some time after. My-Key did them one by one with a workchain through several tools.

    That should not bad-mouth Rygels work, as it was unique at that time and he surely spend a lot of time finding the correct settings and workchain. I used it myself and was happy with it. But it should tell us that modifying peoples work doesnt make it your work.
    Creating something from scratch, like the diffuse textures from Moon[Drunk] is art and really difficult and time consuming. Modifying those with professional tools and its sliders and filters is a complete different story. That is also mainly what talisa does with existing textures, because you mentioned her name. But she is a good girl and always says which textures she mixed together or add filters on them.


    I am a little bit worried about Priest777 though. In one thread he asks how to convert the ammo model from Quake4 into Quake and then he complains about not faithful models and textures
    Last edited by Henry; 05-04-2015, 02:27 AM.

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  • MadGypsy
    replied
    These days you can probably just put all the textures in a folder and run some tool against that folder with some switches that will take every image, add some filters (and what not) and resave the new images.

    If this tool doesn't exist (highly unlikely) it should. Batch image manipulation probably could have saved talisa a whole lot of work in her texture replacement project.

    If this doesn't exist it's not like it would be that hard to make. There are lots of image manipulation libraries in just about every language. Plugging them together and attaching them to some gui shouldn't be that complicated.

    Leave a comment:


  • golden_boy
    replied
    He didn't say faithful. To me faithful means "looking like the original." He does mention Rygel's which is the farthest thing from faithful...

    Leave a comment:


  • Henry
    replied
    You can use as many rtlights and normalmaps as you wish as long as you use default lighting.
    But I of course understand what golden_boy wants to say with his post.

    One should not complain about unfaithful look of Quake when he plays with realtime lighting. Especially when using FTE´s presets higher than "normal", which also enables those fancy weird looking particles. At least FTE gives you the faithful particles when playing "normal" preset. Very different to DP which gives you no chance.
    Presets are presets in the end and each one can be tuned to ones preferences with cvars, so that is a plus for FTE.

    But if one asks the "faithful question", which by the way has led to several divorces between human beings and broke several friendships already , he sure doesnt use any of these engines or settings. His engine of choice is surely Quakespasm or the like.
    But we should not go into details here
    Last edited by Henry; 05-03-2015, 10:34 AM.

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