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

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Unread 02-01-2017, 11:15 PM   #31 (permalink)
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Here's my ammo/health/explosion box HD texture pack.

It's a remix of QRP textures and ezepov's textures, with many small details edited and corrected, plus _luma textures for all of them (I've created new lumas for textures that didn't have any), so they're visible in the dark (when using engines that lights external BSP models properly).

(also posted in the definitive HD replacement content list thread)
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Unread 02-22-2017, 01:05 PM   #32 (permalink)
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Hello mankrip,

Do you have some news about what you are working at the moment ?
Your Development blog sounds interesting.

Even though I am still suprised that you seem to focus on supporting all kinds of external replacements in your engine. I mean I understand that there is a part of the community that requests this kind of stuff.
Anyhow, seeing that you do it in a quite different and unique way rather than just copy/paste code from other advanced engines (like other engine devs do it). That is great !
You seem to enjoy tinkering with features your own way and that is good.

Have a nice time mankrip.
Seven
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Unread 02-26-2017, 11:23 PM   #33 (permalink)
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Originally Posted by Seven View Post
Do you have some news about what you are working at the moment ?
Your Development blog sounds interesting.
I've had almost zero time to work on it since my mother died in November; there's a lot of real-life stuff I've got to take care of now, some of which will still take several months. But I'm slowing trying to find some time for coding again.

My current work is on implementing a new feature that should also help to get rid of some texture format limitations. The QRP HD texture packs helped a lot to understand the challenges involved in creating and using high-quality new textures.

Also, there's a lot of my own texture code to refactor, and the compiled texture format still needs a number of changes.

Originally Posted by Seven View Post
Even though I am still suprised that you seem to focus on supporting all kinds of external replacements in your engine. I mean I understand that there is a part of the community that requests this kind of stuff.
Well, not exactly. I've got a very specific vision for how this engine should look, and it requires supporting some modern content, but not all; bumpmaps, normalmaps and textured particles won't be supported. Also, there should be no refraction, no caustics, no specularity, no decals, and no water reflections.

Colored lighting should be implemented, but that will require some further deep changes to the color subsystem of the whole engine. Fog should also be implemented.

And there's still a number of fundamental visual quality improvements planned, which are my main focus at the moment. Some of them will require a different BSP format, so I'm aiming to learn and rewrite the whole BSP renderer, while keeping compatibility with vanilla Quake content.

Originally Posted by Seven View Post
Have a nice time mankrip.
Thanks.
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Unread 03-01-2017, 03:19 AM   #34 (permalink)
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sorry to hear about your mother, mankrip. take your time, quake's not going anywhere anytime soon.
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Unread 03-05-2017, 06:43 PM   #35 (permalink)
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Implemented bilinear texture scaling. Still some bugs to iron out.





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Unread 04-04-2017, 12:35 PM   #36 (permalink)
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Hello mankrip,

I am very sorry to hear about your mother. My condolences.
You are working on great looking things. I can hardly imagine, not beeing an engine coder, how difficult and time consuming it is.

Looking forward seeing your progress.

All the Best for you,
Seven
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Unread 05-16-2017, 05:05 PM   #37 (permalink)
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HD texture support on liquids. Turbulence timing & scale for HD textures still needs work, and there's no luma texture support for them yet:


Also, liquid textures now supports mipmapping, with properly mipmapped turbulence. Here's a screenshot taken with a high d_mipscale value, to make mipmap transitions more evident:
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Unread 05-18-2017, 11:06 AM   #38 (permalink)
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Hello mankrip,

Real liquid turbulence is always great (with external textures even better).
Screenshots look great !

Keep up the fantastic work mankrip.
All the Best.
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Unread 05-20-2017, 12:41 PM   #39 (permalink)
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Thanks.

I've figured out that the turbulence upscaling for HD textures must be done in a completely different way from the mipmapped texture turbulence. While mipmapped textures can use "mipmapped" turbulence, HD textures needs the turbulence to be rescaled in realtime.

Edit: done.
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Last edited by mankrip; 05-20-2017 at 03:36 PM..
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Unread 05-22-2017, 06:42 PM   #40 (permalink)
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First, here's how the vanilla slime looks in Retroquad's 8-bit color software renderer, with translucency and lighting enabled:


Now I've also implemented support for HD textures on liquids, including luma textures, mipmaps, and properly scaled turbulence:


The slime's QRP HD texture in this screenshot was manually edited by me to make the luma texture more subtle, because by default all QRP lumas on liquids are too uniformly bright.
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