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Q2E-Resurrection

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  • barnes
    replied
    i talk about this texture

    Code:
     map		makeAlpha ( glass/glass1.tga )
    use it as diffuse color

    Code:
    	gl_FragColor.xyz += diffuse.xyz * u_alpha;

    Leave a comment:


  • barnes
    replied
    add more diffuse color for glass

    Leave a comment:


  • barnes
    replied
    You said VODKA, man??))) You have steel liver? ))))

    Leave a comment:


  • barnes
    replied
    hehehe

    Leave a comment:


  • barnes
    replied
    q2e materials look like d3
    i see q2e glass mat
    Code:
        textures/e1u1/wndow0_3
        {
        	sort medium	// this is a window, so draw after opaque geometry
        	noOverlays
        	noShadows
        	{
        		program		heatHaze.vfp
    
        		vertexParm 0	0		// scroll
        		vertexParm 1	2.5		// magnitude of the distortion
    
        		fragmentMap 0	_currentRender		// copy the view render
        		fragmentMap 1	bumpMap glass/vp1.tga	// normal map for deformation
        	}
        	{
        		map		makeAlpha ( glass/glass1.tga )
        		maskColor
        	}
        	{
        		blend		GL_DST_ALPHA , GL_ONE
        		cubeMap		env/base1_wndow0_3
        		texGen		reflect
        		color		0.3 , 0.7 , 0.2 , 0.33
        		maskAlpha
        	}
        	{
        		map		glass/outdoor_glass1fx.tga
        		blend		filter
        	}
        }
    try change to

    Code:
        textures/e1u1/wndow0_3
        {
        	sort medium	// this is a window, so draw after opaque geometry
        	noOverlays
        	noShadows
        	{
        		program		heatHaze.vfp
    
        		vertexParm 0	0		// scroll
        		vertexParm 1	2.5		// magnitude of the distortion
    
        		fragmentMap 0	_currentRender		// copy the view render
        		fragmentMap 1	bumpMap glass/vp1.tga	// normal map for deformation
        	}
        	{
        		map		makeAlpha ( glass/glass1.tga )
        		maskColor
        	}
        }

    Leave a comment:


  • barnes
    replied
    Remove cube map from window (very ugly....) and use refraction .Also our and bq2 materials != q2e materials. I think materials - evil and love hardcoded effects)))))

    I know you have used q2e and q2b materials and shaders
    Im dont use q2e shaders and materials. Im use only some shared matrix math. As q2b materials and shaders too

    Leave a comment:


  • Trickle
    replied
    I'm going to try and restate what Talisa meant. Quake II was not a very dark game at all and it was meant to be fast paced (not being stuck in severely dark shadows and taking your time to kill an enemy). Don't get me wrong, I enjoy some visuals, but realistically I want to dm with less distraction.

    So I suggest going the way of QRP. You can perhaps release a package that is just strictly 24-bit textures and another one 24-bit + the normal mapping and such. I think the usual player likes to go as far as retextured maps, some md3 models, and nice particles. Not intensive shadowing and real-time lighting.

    I believe part of the reason certain retexturing projects failed was because they only catered to one audience, when you can cater to both.

    The players that want to enjoy a dark bump mapped real-time lighting experience vs players who want a nice facelift, but not too far off from the original.

    Another than that, nice work! =)

    Leave a comment:


  • gdiddy62
    replied
    Keep updates coming please!

    Interest is there but nobody can comment without you taking offense.

    We all make our own reputations here. No one makes it for you.

    Just relax do what you love and create.

    Leave a comment:


  • MadGypsy
    replied
    Actually there is another thing you might want to consider. What I'm about to say is not meant to be negative. It is an honest observation. I have to use a comparison to make this point.

    Talisa remakes content much like you do but, there is one big difference. her goal is not to absolutely recreate the original in every conceivable way. She leaves room for artistic freedom and she is receptive to suggestion and opinions to guide her work. This means that Talisa'a thread promotes people to participate because there is room for input.

    You are basically exactly recreating textures that already exist in an HD way. You don't really have any room for artistic freedom or suggestions. The very super small itty bitty room that you do have, is cancelled out because you are very good at making textures. So in this thread the ONLY way that people can really participate is to just keep telling you what a great job you do and that gets really old.

    See what I'm saying? You have cancelled out your own audience because there is only one thing they can say "great job". So, to follow this path you end up with only one result, lots of views and no comments.

    I want to restate that I am NOT attacking you, being mean, trying to start anything with you - NONE OF THAT. I hope you can see where what I said is very logical. From here you really only have 2 choices - keep strictly remaking EXACT textures in HD and live with the sparse "great job" that will appear here from time to time OR give yourself room for more artistic freedom and allow your audience to give you input.

    -----

    To stay relative to your thread:

    I understand the feel you are going for but, your map is too dark. Even just like maybe 10% brighter would be an improvement without really being bright at all. You have a few screens that have lit rooms with black walls. How is that even possible in a real world situation?

    And instead of hating me or arguing with me - just give it a shot. My suggestion is not being forced upon you. You lose nothing by considering it.
    Last edited by MadGypsy; 11-25-2013, 11:50 PM.

    Leave a comment:


  • barnes
    replied
    Originally posted by Sza
    Is anybody still interested in updates?
    Yesss

    Leave a comment:


  • MadGypsy
    replied
    I am but I don't post here cause I don't want to fight with you just because I may have a suggestion or opinion that you don't like. Actually I was a huge fan of this project. You "scared" me off.

    Leave a comment:


  • talisa
    replied
    textures and normals and such looks nice, but your pics are insanely dark i must say

    quake2 was never a dark game at all, its a very bright game

    Leave a comment:


  • JDSTONE
    replied
    i have only played a few maps of q2 and that was way back in the day when you get this done im gonna give it a shot. keep up the good work!

    Leave a comment:


  • gdiddy62
    replied
    Good screens.

    Leave a comment:


  • gdiddy62
    replied
    Ok, I'll bite the bait here Sza. I have to say that on a personal level I'm disappointed, but hey, you make your choice.
    All I can say other than that is the childish drama that I see displayed here on so many different threads on this forum has worn me out. I come here seeking others that enjoy Quake games and have REMARKABLE talents and, unfortunately, I see EGOS on display most of the time instead.
    Two things I've noticed and feel is true:
    1. If you post your work here accept that there WILL be comments that are helpful and others that are not or are hateful. Pure Fact and easy as it happens all of the time. If you can't accept that DO NOT POST YOUR WORK. How hard is that??
    2. Be polite with comments even when others are not. We have BIG issues on this forum with that. Oh well, I'm asking too much I guess?

    We make our own nests , karma or whatever you want to call it. I see here what I expected but hoped would not happen.

    Choices are made and does reflect what we are in the end.

    Leave a comment:

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