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Quake Revitalization/Retexturing Project official release (preview)

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  • Quake Revitalization/Retexturing Project official release (preview)

    After approximately 8 years of work (QE1 started in late 2002) the Quake Retexturing Project are now facing its first release of a complete set of map replacement textures for Quake. This release, version 1.00, will include both diffuse and normal map textures in separate packs.

    In conjunction with our map texture release we will also release item texture packs that include replacement textures for menus and hud graphics among other things. As these packs include replacement textures for 73% of the used item textures in original Quake, we have labeled these releases version 0.73.

    New packs are released, see QRP website!

    Map textures preview
    All in all there are 69 new or updated map textures since last official release.
    Most noticeably are probably all the big entrances and exits:


    Slipgate texture:


    Tech textures:


    Windows:


    Item textures preview
    Menus:


    Hud:


    Regards Moon[Drunk] and My-Key, Quake Retexturing Project (QRP)
    Last edited by Moon[Drunk]; 05-15-2011, 12:04 PM. Reason: New project url!

  • golden_boy
    replied
    The gloss really accentuates the overdone normal maps (this is where the plastic look originates, actually), which is a bit unfortunate. You'd have to create a new batch of normals that aren't quite as extreme, in my opinion, to get the material to look right with gloss.

    All these different maps - bump, gloss, diffuse - are supposed to work together. This functions best when all the parts are done at the same time, with all other parts in mind.

    But here, one guy did the diffuse maps with shadows drawn on, the next guy added very bumpy normals without regard for anything else, and now gloss is added as an afterthought.

    What should be done is modify Moon's diffuse maps to remove all the lighting and depth information in them, then create some mild normals, and add gloss mainly to metal (and perhaps wood) parts.

    Rusty metal isn't usually glossy at all, btw, and lots of Quake's metal is rusty or has patina on it - things like that riveted wizmetal.

    Leave a comment:


  • talisa
    replied
    yeah i instantly had to think of FCZ's work too when i saw your post [email protected]
    didnt he already make gloss maps for both ID1 and HIPNOTIC completely?

    also, i agree with seven about the plastic-ness look of your gloss maps. as you said yourself they're very overly extreme, and thats exactly what my thought was when i watched the clip, that all of quake looks very plasticy in your clip. gloss should be subtle and light, like how FCZ did his gloss-maps.
    so try and keep glossiness low to prevent getting stuff to look like plastic, or even worse if you really overdo it, like polished chrome

    also, be sure to not just add gloss to everything. a lot of things shouldnt have any glossiness at all whatsoever, like the brick walls. it just looks silly and downright ugly if brick walls have gloss cuz they shouldnt have gloss at all.
    so be carefull with adding gloss to certain texture, cuz some things like brick walls and such look bad with gloss added to them


    anyways, interested to see your work still
    nice to see someone work on stuff like this again. totally love FCZ's gloss-maps, and hope you can improve on that and make even better ones
    Last edited by talisa; 02-09-2013, 08:09 AM.

    Leave a comment:


  • Mr.Burns
    replied
    Well done WebAngel this looks really effective (well, in the video anyway) Is there a downloadable pak us none-DP users can try?

    Kind regards (and keep up the good work)

    Monty

    Leave a comment:


  • Seven
    replied
    Hello webangel,

    Thank you for your engagement and tireless work !
    Your actual glossy-project reminds me of FC Zvyozdochka´s thread.
    He also put a huge effort into them (also based on QRP´s diffuse).

    But it is always great to be able to use different content.
    Please be careful with the "plastic" aspect of gloss textures though.
    But you are surely fully aware of this.

    Hau rein.
    Viele Gruesse,
    Juergen

    Leave a comment:


  • DeadTenor
    replied
    Can't wait to see this Webangel!

    Leave a comment:


  • webangel
    replied
    @Jeff,
    I never stopped working on Quake really...
    I just don't have enough time to do everything I want....

    I am glad that you are still here my friend!

    Leave a comment:


  • gdiddy62
    replied
    Glad to see you working on Quake again Webangel!

    Leave a comment:


  • webangel
    replied
    Just for fun...
    I´m working on some gloss textures based on Moons great work.
    They are really extrem and I know that I have some errors in my scripts

    [ame=http://www.youtube.com/watch?v=ic2NK5KfRkE]Extremely Glossy Quake - YouTube[/ame]

    Please watch this 720p HD....

    Leave a comment:


  • Seven
    replied
    Yes, that is a price we have to pay with offsetmapping.
    Either disable it, or use tricks like these as long as the diffuse textures are not optimized for this.

    I remember I was using similar tricks while creating the 'shader animated bboxes'.
    And OoPpEe used it in his weapons too.
    --> Avoid offsets in the areas of light.

    For the interested people, here is a comparism screenshot of Smith´s posted fix.
    Fix is on the right:


    You are sensitive regarding these things Smith, which is good.
    Seven

    Leave a comment:


  • _Smith_
    replied
    QRP_lightbulbs_fix.zip - fixed two textures - no more shadows on lightbulbs.
    It'll look correctly only on engines that support luminosity maps. I've used darkplaces suffix _glow in the filenames.

    Leave a comment:


  • Seven
    replied
    Hello metalseed,

    I use different auto_cvar´s, because I use a different "small mod compilation" version.
    So it would not make much sense to post them.

    But I put much effort in the description of each and every cvar.
    - inside the autoexec_sample.cfg itself
    - inside the individual feature readme´s
    - inside the main readme which lists all cvars

    If you have questions concerning any of these, please dont hesitate to ask inside the "small mod compilation" thread.

    I am sorry for offtopic.

    Leave a comment:


  • metalseed
    replied
    Thanks a bunch!

    Edit: Oops! My bad. I meant your autoexec.cfg

    Leave a comment:


  • Seven
    replied
    Originally posted by metalseed View Post
    Seven, could post your .cfg for rouge as well please?
    Yes sure, if you can make any use of them.
    Here are all 3.
    Attached Files

    Leave a comment:


  • metalseed
    replied
    Seven, could post your .cfg for rouge as well please?

    Leave a comment:

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