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  • Quake Revitalization/Retexturing Project official release (preview)

    After approximately 8 years of work (QE1 started in late 2002) the Quake Retexturing Project are now facing its first release of a complete set of map replacement textures for Quake. This release, version 1.00, will include both diffuse and normal map textures in separate packs.

    In conjunction with our map texture release we will also release item texture packs that include replacement textures for menus and hud graphics among other things. As these packs include replacement textures for 73% of the used item textures in original Quake, we have labeled these releases version 0.73.

    New packs are released, see QRP website!

    Map textures preview
    All in all there are 69 new or updated map textures since last official release.
    Most noticeably are probably all the big entrances and exits:


    Slipgate texture:


    Tech textures:


    Windows:


    Item textures preview
    Menus:


    Hud:


    Regards Moon[Drunk] and My-Key, Quake Retexturing Project (QRP)
    Last edited by Moon[Drunk]; 05-15-2011, 12:04 PM. Reason: New project url!
    – Moon[Drunk]'s Quake Graphics
    – Quake Revitalization/Retexturing Project

  • #2
    funny enough, I just thought about the lack of new textures coming out in the Quake community earlier today. It's good to see new QRP content, Moon[Drunk] these look terrific! =)


    PLAY QUAKE DODGEBALL!

    http://www.moddb.com/mods/quake-dodgeball

    Trickle's VWeps

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    • #3
      Not bad!
      Check out my awesome Deviant art page!
      Quake fanart (obviously included)!

      http://harry-the-fox.deviantart.com/

      Comment


      • #4
        awesome!
        Scout's Journey
        Rune of Earth Magic

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        • #5
          Looks great from the shots. Will def install once the full is ready
          Notice it's just you and My-Key who are active. If you ever need some help (for the modelling project) let me know. I can't provide the time to be a "Member" but will gladly help contribute to it.

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          • #6
            Holy sh**. Oddly enough, i was just thinking about how horrible texture packs are usually, and most of them just loose the grittyness and the "natural"ness of the originals, but this pack is pretty damn faithful to them, nice work.

            These work with Parallax mapping in DP right?

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            • #7
              Very good to see this indeed!
              IT LIVES! http://directq.blogspot.com/

              Comment


              • #8
                Dear Moon[Drunk] and My-Key,

                Thank you very much for this information.
                As both of you know, I am and always was a big fan of your work.

                This new release will close the gap to your previous version and makes a complete picture.
                Really looking forward to see those 69 updated/new map textures in your V1.00 !


                I see that almost all textures for the Textures pack 0.73, are your work (available at moondrunk.se)
                compiled into one single pack, right ?
                Interesting to see that you also have a fully transparent HUD in your portfolio now.



                You guys really keep the Best till christmas every year

                I guess christmas 2011 will be the release for the Mission Pack map textures then ??
                As you know, the additional map textures are not as many as expected:
                - SoA: 104 pcs
                - DoE: 181 pcs
                We talked about it some weeks ago via PM.
                The additional textures are many times only slighty different compared to the existing ones.

                Thank you very much.
                Seven
                Last edited by Seven; 12-20-2010, 05:33 AM.

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                • #9
                  This is a GREAT new!!!!

                  but now i have to repack my hybrid textures PK3 choosing the best from this pack and rygel one....

                  but is rygel dead? i never seen him on this forum...
                  Ia! Ia! Shubb Niggurath!


                  "Not dead is what forever can wait" (HPL)

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                  • #10
                    Well his last login was 2008. On his website he has other game customizations listed - so he's likely moved onto more modern games.

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                    • #11
                      Downloading the full version now

                      Do you guys intend to do the textures from the mission packs?

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                      • #12
                        downloading it too =)
                        Ia! Ia! Shubb Niggurath!


                        "Not dead is what forever can wait" (HPL)

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                        • #13
                          Dear Moon[Drunk],

                          first of all, thank you for your and My-Key´s release.

                          I was reading your News section and I came across these lines:
                          These four new packs are also a starting point for our support for specific clients. These releases support DarkPlaces and EzQuake even though other clients might be supported indirectly without us knowing. Please let us know if we can support more clients with only a small change in any of our new packs or if other clients are in fact already supported.

                          As you know, I worked on different texture enhancements as well and I am sure to tell you:
                          Qrack and DirectQ will also support your work.
                          EngineX will most probably work as well (but I am not familiar with it).
                          You will have to edit some filenames or move some files into different folders, but it will be possible without a big issue.
                          Of course at least "mainmenu.tga" will have to be adjusted though.

                          It would be a pity if all users, using these great engines will not benefit from your work.

                          I am sure that MH, R00k and Baker will be so kind and discuss the details with you via PM.

                          Your amazing work should be available for as many different engines as possible.

                          Thank you again.
                          Seven

                          Comment


                          • #14
                            Originally posted by Seven View Post
                            EngineX will most probably work as well (but I am not familiar with it)
                            EngineX supports the DarkPlaces texture naming convention for replacement textures for models, map textures and menu replacement elements (except it only supports _glow and not _luma for the fullbright textures). It does not support any of the fancy DarkPlaces rendering features (_normal, _bump, _gloss). Engine X only supports TGA textures. And doesn't support PK3 files, only .pak files.

                            [TGA is a highly portable graphics format that doesn't depend on a library to load the textures, is lossless and compresses well. Likewise, uncompressed pak files offer optimal performance and compress better than .pk3 files with modern compression algorithms. And _glow vs. _luma, well --- there shouldn't be 2 ways to do something and _glow is the more widespread standard (I think that's the Q3 suffix). So none of the above is an accident, actually, but by design.]
                            Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

                            So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

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                            • #15
                              DirectQ supports this pack - well - directly. Just pop the PK3 file in your ID1 folder like the man says, and it will work; nothing else needed. It will even support the sky textures in the pack.

                              Supported image formats are .link, .dds, .tga, .bmp, .png, .jpg or .pcx; some of those formats have never had content released for Q1 using them, but it was utterly trivial to add support for them to a D3D-based engine so why not?

                              DirectQ supports the DarkPlaces naming convention for MDL skins. It's also capable of loading textures from any folder (not just "textures") so you should never need to move things around or rename them.

                              For duplicate textures DirectQ currently supports "Solution 1" described here: http://facelift.quakedev.com/retexture/bugs; as QRP is now committing to a move to the mapname solution ("Solution 2", same page) I guess I'll have to move it to that too, but I personally disagree with it (IMO it should use the name of the WAD from worldspawn instead).
                              IT LIVES! http://directq.blogspot.com/

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