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Go Back Home > Forums > Quake Help > Quake Clients > Darkplaces + HD remastering packs Search Forums

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Unread 05-08-2010, 06:02 AM   #1 (permalink)
Quake Marine
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Darkplaces + HD remastering packs

Hello!

Darkplaces with rugel's ultra texture and model pack + dpwater fix is totally awesome and will be almost perfect with Quake Reforged's skins and other stuff, when it's finished.
But there are still some things to fix or add.

-when i enable parallax mapping, texturemapping moves a little like this:

Without parallax it's ok (r_glsl_offsetmapping_scale 0):



With parallax textures are beautiful, but they are not exactly on their places(r_glsl_offsetmapping_scale 0.05):



Again:



scale 0.05:



Is there any way to fix this?



-it seems to be Darkplaces's bug or something: 3D fire models on the tourches are missing:



while they are still visable on other places:



There is a way to fix it with dpmod's content - add dpmod's sprite fire:





But these sprites are ugly, i love original Quake 3D fire. So, how can i bring it back to Darplaces's tourches?


-some powerups in DP are animated as in Quake (Armor) but other (weapons, keys, quad) do not move at all. Any way to fix?


Now suggestions:
I love beautiful purple 2 layer animated skybox from original Quake, it's much better then new lifeless static high-res skyboxes for Quake. But with HD textures this low-res sky looks not as good:



Someone, who is good in 2D art and who loves Quake skybox not less then me - maybe you'll remaster sky textures, carefully saving original Quake's magic style?


Effects.
Teleport textures in rugel's texturepak are 1.boring and they do not fit Quake. There should also be some transparent, animations pixel shader and particle effects like in old versions of Darkplaces or in tenebrae. There was the project of Quake remastering like Reforged - Deluxe Quake, i loved teleport morror exxects there:





Also, how about framebuffer distortions for explosions, fire, rocket and granade trails, flying nails and electrolight from the shaft? Would be nice! Should these questions go to Lord Havok, or anyone here with shader coding experience can add these effects to DP as just pk3 addon?

Thanks!
Unread 05-08-2010, 07:25 AM   #2 (permalink)
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We're still forging our super guide to quake enhancements, eventually you'll find all the answers there.
In the meantime:

-I know it appears bad in few spots but there's nothing we can do to correct offset

-fire torches: as Alfader said, we've found a solution but it doesn't seem your case. We'll take a look into this, otherwise we may create a more appealing fire sprite

-Unanimated powerups is not a problem per-se, because it depends from how the models are built, but I think we've found a fix!

-Ahhhhh, the original purple skies, beautiful uh?^
Sorry, we already have an high res version, but skies are hard-coded and can't be changed with the only texture.

-Teleports: you're right, quite boring indeed. I hope to find the texture I did for quake3 back in the days, with a cool wave effect.
You know what's cool? Having all these shader options Q3Map2 Shader Manual: Table of Contents
__________________

Quake Reforged
Retexturing and Reskinning project for Quake, Scourge of Armagon and Dissolution of Eternity

Downloads:
SoA skins
DoE skins pre-release
Unread 05-11-2010, 11:07 AM   #3 (permalink)
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Thanks for the answers!

About tourches: this may be the issue of the remodelled tourch from DarkPlaces resources. So, one (but not the best) way to fix it is to find this new model in DarkPlaces files and remove it (I've tried to explore DP, but didn't find it quickly). But best solution is, of course, to fix the model.
Unread 05-12-2010, 06:21 AM   #4 (permalink)
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Here on the Reforged's screenshot we see original tourch models with 3D fire:



So, how did you get it?
Unread 07-27-2010, 03:08 PM   #5 (permalink)
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Originally Posted by Nergal View Post
-I know it appears bad in few spots but there's nothing we can do to correct offset
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Yeah, thats where I got stuck with my textures.

Offset mappin would be agreat feature if we could acctually map it ... (I think that its doable when u design a model thou)
Unread 07-27-2010, 05:42 PM   #6 (permalink)
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where do we download this?
Unread 07-28-2010, 12:33 AM   #7 (permalink)
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Originally Posted by davemiester View Post
where do we download this?
What exactly do you mean?
Unread 07-28-2010, 10:50 AM   #8 (permalink)
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nevermind just read the part "when its finished" lol
Unread 07-29-2010, 08:23 AM   #9 (permalink)
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@ davemiester

If you meant the "when its finished" note from BEEF34T3R in his first sentence, then I can tell you:

You can download everything you see in the screenshots already !

- DarkPlaces --> LordHavoc's DarkPlaces
- Rygel's High Res Textures (I recommend "High", not "Ultra") --> Rygel's 'High' hi-res texture pack
- Pretty water --> Last Version from My-Key v0.21 (from 2010-02-25): Inside3d :: View topic - Pretty water!
........................ --> Or my updated / modified Pretty water (2010-07-16) Pretty water modified by Seven
- Quake Reforged skins (its still in development / not all skins are available) --> Quake Reforged

Remember to activate everything, that BEEF34T3R is talking about (via config.cfg):
- Parallax Mapping
- RT World / Shadows
- etc


@ BEEF34T3R

1) I use the torchlight sprite from DPmod and still have the polygon flames there.
Exactly like on the screen you showed in post #4. So the mistake must be on your side.
Be careful, which files you use from Rygel ! (Your issue sounds like avoid using his flame.mdl should do the trick)
2) Animation of Powerups has nothing to do with DarkPlaces.
The dont turn/spin, because Rygel didnt set the correct flag to them.
Please set the flag to "8" and they will turn.
Or delete Rygels models which dont turn (xxx.mdl) and use the original.
And they will turn again in DP.
3) To change the effects of explosions, etc (as you described), please use the effectinfo.txt.
A nice start to do it can be found here: http://quakeone.com/forums/quake-hel...beautiful.html


To both:
I must point out: Rygels Pack is much more than "only" High Res Textures !
So please be careful which files you use from his pack.
Not everything is fine tuned (example: The not spinning models)
If you have much time and want to optimize for best visuals:
Also try QRP Textures (including normalmaps / Parallax): :: Quake Retexturing Project ::
The normal textures are done by My-Key and are often more detailed than Rygels.
They have a lovely structure/surface, which makes sometimes the different...
Just compare them and find out.
I personally use about 60% QRP textures and 40% Rygels.


If you have further questions, I will be happy to help.

Best wishes,
Seven

Last edited by Seven; 07-29-2010 at 11:56 AM..
Unread 07-30-2010, 03:35 AM   #10 (permalink)
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@Seven: Why not share you set of textures/skins/models with us? I would love to try the fruits of your labour. 7-zip them and upload somewhere or share by torrent, in case it's too big.
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