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Go Back Home > Forums > Quake Mod Releases > Works-In-Progress > Retroquad Search Forums

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Unread 10-19-2016, 05:37 AM   #11 (permalink)
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You can use 32-bit textures with a port supporting 8-bit color only?
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Unread 10-19-2016, 07:50 AM   #12 (permalink)
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Yes, because this engine compiles them into a special 8-bit format.
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Unread 10-19-2016, 08:39 AM   #13 (permalink)
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Interesting. If that happens without noticable loss of quality, it may be a pretty neat feature!
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Unread 10-19-2016, 11:18 PM   #14 (permalink)
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Originally Posted by mankrip View Post
The internal texture format created for Retroquad allows for a much higher quality conversion than any image editing program in the market could do, because it was developed with the needs of 8-bit color 3D rendering in mind.
That would be very useful for the brand new Map Jam 8! As of now, you can't use replacement textures with it (well you CAN, but they're rendered in color instead of B&W) because 24-bit textures exceed the palette.
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Unread 10-20-2016, 02:55 AM   #15 (permalink)
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according to some information I just read, 8bits means 8bits per channel. That being the case it should be very easy to render any image in 8bits as long as you have access to each individual channel.

1 byte (8 bits) = 255

255 is the highest value for any given color channel.

32 bit is sort of just a hack, it uses powers of 255 to distinguish the channels.

r255, g255^2, b255^3, a255^4 (it's actually base 16 to 6 or 8(if alpha) places but this ex is close enough)

But if you access each channel individually, it's not necessary to use such a high number. There isn't a picture on this planet that can't be rendered in 8 bits if the above way I perceive it is correct. Really, the results should always be identical cause all you are doing is going a different way to get up to 255 in each channel. Whether you put those numbers in each channel yourself or let a 32 bit renderer parse out all those powers I don't see how it's any different.

I'm working on a 2 bit renderer and using 32 bits to do it ...get it?
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Unread 10-20-2016, 06:07 AM   #16 (permalink)
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Originally Posted by bfg666 View Post
That would be very useful for the brand new Map Jam 8! As of now, you can't use replacement textures with it (well you CAN, but they're rendered in color instead of B&W) because 24-bit textures exceed the palette.
Hmm, good point; I remember some talks about they using a desaturated palette for it, and hardware-accelerated renderers does indeed ignore the palette when rendering 24-bit textures. I'll try it.

[edit] Retroquad can't run Jam8 because it uses the Arcane Dimensions mod, which requires extended engine limits.
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Last edited by mankrip; 10-20-2016 at 07:16 AM..
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Unread 10-20-2016, 06:18 AM   #17 (permalink)
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Originally Posted by MadGypsy View Post
according to some information I just read, 8bits means 8bits per channel.
No. 8-bit color means using an 8-bit index to access the colors of a 256-color palette.

Also, Quake's software renderer (and Retroquad) uses a single global 256-color palette for everything.

"8-bit color" is actually short for "8-bit indexed color video mode". There are no multiple channels in it.

[edit]Here's the source 8-bit color PCX of the first image in this thread. Check the color depth and the palette.

And another, from this screenshot:
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Last edited by mankrip; 10-20-2016 at 06:48 AM..
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Unread 10-24-2016, 01:42 PM   #18 (permalink)
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I'm editing some HD textures to make all ammo boxes identifiable in the dark, as well as tweaking some details to fit my taste. I'll release these textures once they're done.

They're mostly based on ezepov's textures.


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Unread 10-24-2016, 01:58 PM   #19 (permalink)
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Originally Posted by mankrip View Post
Retroquad can't run Jam8 because it uses the Arcane Dimensions mod, which requires extended engine limits.
Aww, crap! Well at least you tried. Thanks for the heads-up. Welp, instead I think I may try making a HD pack by desaturating the high-res versions of the textures.

ezepov's
Never heard of those, but judging by the pics they seem to look just like Ruohi's.
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Unread 10-25-2016, 04:29 AM   #20 (permalink)
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Originally Posted by mankrip View Post
I'm editing some HD textures to make all ammo boxes identifiable in the dark, as well as tweaking some details to fit my taste. I'll release these textures once they're done.
Hello mankrip,

I follow the progress of your engine with great interest.
First i thought it will be like Super8 or Makaqu but you are implementing features that I only knew from GLQuake engines.
That is a great mix and you are going a unique path. It will surely have lots of fans due to combining different wolds.

Please keep on your great work mankrip !



Originally Posted by bfg666 View Post
Never heard of those, but judging by the pics they seem to look just like Ruohi's.
Never heard of ?
There are lots of different (model-) texture packs available.
Some bring their own models + textures, some only bring their own textures and use original id1 models.
mankrip needs the latter. It seems he didnt implement replacement model support yet. He will surely work on this later

Offtopic:
bfg666, if you want to know about high res textures for original id1 bmodels, you can choose between Neogenesis, Ezepov, QRP and some mixtures that flow around the internet.
Ezepovīs textures look more *dirty* and *worn* compared to QRPīs. They are also 512x512 in size and look very faithful. Neogenesisī textures are less faithful and very much *colored*.
Find ezepovīs textures here, and do not trust the preview screenshot. They look much better in-game. It is a .rar archive, not a .zip if you download them from there. Be aware of it.
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