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Any good low-res weapon/enemy replacements?

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  • Any good low-res weapon/enemy replacements?

    I got tired of the hi-res/hd/hi-polly textures and models etc.

    I managed to find a good combination of weapons and items, but for the most part, all the hd stuff makes the game take longer to load, takes up a lot of hd space, run slower, and causes problems with some mods.

    So I decided to ditch all the hi res stuff and stick with mostly stock original textures, etc. Just using lit files for maps now and then when available and a couple sound replacements.

    Anyways, I was curious if there are any good low-res weapon , enemy, item replacement models/textures/skins out there that fit with the original quake resources?

    I did manage to get the riot controller gun from zerstorer going in regular quake and I rather prefer it to the original double barreled shotgun.

    Anyways, just curious. I couldn't seem to find many out there.

    Thanks.

  • #2
    CapnBubs's Authentic Model Improvement thread in the Works-In-Progress section would be a good place to start. You'll get the Player, Grunt, and Dog models. He's working on an Ogre supposedly but he hasn't been around in a long time it seems.

    http://quakeone.com/forums/quake-mod...provement.html

    Someone once re-did all of the weapons in a faithful fashion, it's an old thread in the mods section, but I can't remember where.

    I'm also fascinated with pushing the old school model files to the limit. They can be 10 times better than the originals, but still look like they belong because they are still restricted to the Quake palette and maintain the floating point issues during animation (which can only be appreciated if you are after the feel of classic Quake).
    'Replacement Player Models' Project

    Comment


    • #3
      there's capnbubs authentic improved models:
      http://quakeone.com/forums/quake-mod...provement.html

      so far he has made player, grunt and dog.
      they look great and are slightly more high-poly while retaining the original look
      and they also have all texture-stretching that the original models had fixed


      EDIT: seems like we posted about the same thing at the same time dutch
      .
      are you curious about what all there is out there in terms of HD content for quake?
      > then make sure to check out my 'definitive' HD replacement content thread! <
      everything that is out there for quake and both mission-packs, compiled into one massive thread

      Comment


      • #4
        Originally posted by talisa View Post
        there's capnbubs authentic improved models:
        http://quakeone.com/forums/quake-mod...provement.html

        so far he has made player, grunt and dog.
        they look great and are slightly more high-poly while retaining the original look
        and they also have all texture-stretching that the original models had fixed


        EDIT: seems like we posted about the same thing at the same time dutch

        Haha just barely beat ya though!
        'Replacement Player Models' Project

        Comment


        • #5
          Originally posted by Dutch View Post
          Haha just barely beat ya though!
          .
          are you curious about what all there is out there in terms of HD content for quake?
          > then make sure to check out my 'definitive' HD replacement content thread! <
          everything that is out there for quake and both mission-packs, compiled into one massive thread

          Comment


          • #6
            This may be a silly question, but is there a way to take some of the hi-res textures and skins, and make them lower-res closer to the original quake resources so they fit better? There are a couple hi-res weapon and monster skins that I do like the design/colors of, but also quite a few that I don't. I'd like to be able to make them low res so they mix and match better with the original id stuff.

            Anyways, just curious.

            Comment


            • #7
              just put the textures into an image-editor and scale them down to the size of the original quake-textures?

              and you could get the quake-pallette here so you can apply it to the textures http://quakewiki.org/wiki/Quake_palette
              Last edited by talisa; 06-22-2014, 04:22 PM.
              .
              are you curious about what all there is out there in terms of HD content for quake?
              > then make sure to check out my 'definitive' HD replacement content thread! <
              everything that is out there for quake and both mission-packs, compiled into one massive thread

              Comment


              • #8
                Keep in mind though that after you apply the Quake palette, there will likely be large areas of blandness. That is, patches of one color that look like hell. The higher-res textures use a ridiculous amount of colors, while the Quake palette is around 250 (255? can't remember, but it's close). So if the high res texture has 30 shades of brown, for example, all of those shades will likely convert over to one or two shades of brown.

                Texturing with the Quake palette is, in my opinion, just as difficult as making a high res texture. Sure, there's less detail to worry about, but at the same time you have to make a good looking texture with minimum resources at your disposal.

                I actually spend more time making Quake palette textures than I did making high-res textures. But I'm also pretty dumb, so...
                'Replacement Player Models' Project

                Comment


                • #9
                  What is the size of the original textures? And how would I apply the pallette?

                  I'm only barely familiar with gimp that I have used for some board game designs in the past. Other than that, ms paint. I don't have/can't afford photoshop and not familiar with any other image editors.

                  @Dutch
                  Are any of those textures/skins you made available?

                  To clarify, I'm not really interested in the walls, floor, or ceiling textures. really just weapon.item.monster skins/textures.

                  Comment


                  • #10
                    texture-resolutions:
                    cthon: 300x194
                    fiend: 308x177
                    dog: 312x169
                    enforcer: 295x195
                    fish: 260x194
                    hellknight: 308x154
                    knight: 268x194
                    ogre: 264x194
                    player: 296x194
                    shalrath: 212x195
                    shams: 308x115
                    grunt: 300x194
                    tarbaby: 304x194
                    zombie: 168x194


                    to apply the palette you need to save this palette-pic
                    http://quakewiki.org/w/images/0/09/Qpalette.png
                    the color-palette of the picture is what you want

                    i dunno how to do it in gimp or paint, i myself use paintshop pro X4

                    there its achieved by clicking image > palette > save palette
                    .
                    are you curious about what all there is out there in terms of HD content for quake?
                    > then make sure to check out my 'definitive' HD replacement content thread! <
                    everything that is out there for quake and both mission-packs, compiled into one massive thread

                    Comment


                    • #11
                      I haven't remade any textures, I made quake palette textures for my own models though. Otherwise I would give them to you. But definitely check out CapnBubs textures. You will learn a lot doing that.

                      Hands down the best quake palette texture editor I've used is Wally. It already has the quake palette loaded in, it will convert tga and png high res textures, and it has a great set of easy to use tools. On top of that, it's free. Sure you could use gimp, but a quake palette texture is simple enough to warrant simple, easy to learn tools. Wally's a must have in my opinion.

                      EDIT: I don't know what the max width of a quake model texture is, but the max height is 480. That's not for wall textures, just models.
                      'Replacement Player Models' Project

                      Comment


                      • #12
                        Hello,

                        Spike wrote about the topic recently: click me

                        In Qwalk, a model converter made by sajt, you will be informed if a texture doesnt have the correct size or ratio (power-of-two).
                        Max height of 200 (DOSquake) and non-pwer-of-two (GLquake) have been the limits. But that is of course only for GLquake and DOSquake. Advanced engines have a much bigger limit.

                        But this is exactly where the issue might be:
                        As far as I know Legend, he will most likely play with DirectQ. Which doesnt support external models (and as far as I know skins).
                        So, you have to use a tool to import the external skin into the .mdl. And as he said he wants the original models, so ... be ready for some visual changes compared to the 24-bit skin after backing it into the .mdl.

                        If you want to use external models/skins supporting engines, the above is not an issue. Most of them will swallow them as they come without complaining.

                        Comment


                        • #13
                          Directq does support them. At least it would seem so. Cause I have had no problem in the past using monster and weapon skins, etc with directq before.

                          I don't really wanna edit textures. Just see if I can take some of the hi res ones and make them lower resolution and see how they come out.

                          Anyone know the resolutions for the weapon skins or a link to where I would find that info? And would it really be just that simple as resizing them and adding the pallette?

                          Comment


                          • #14
                            Texture limits are engine based? Learn something everyday. In that case, the 480 max height is in QuakeSpasm.

                            I don't know the resolutions off the top of my head, but you can load the models in QME and it will tell you.

                            So my immediate recommendation is get QME and Wally. Both are free, and should allow you to make high res into low res and apply them to the models.
                            'Replacement Player Models' Project

                            Comment


                            • #15
                              Use QME 3.0 as there is a bug in 3.1 saving textures.Best to use power of 2 for dimensions as well.I would also check into making high res normal maps for low poly models to have the best of both worlds if you wanted more detail than 480 x 480.Also Quakespasm would be an easier engine on resourses and is still being actively developed as far as I know.
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