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  • quadrocket
    replied
    Originally posted by talisa View Post
    ill add a mention of it to the list with link to your post
    Thank you thats very nice of you. So i'm new here and don't know how things are done is posting my skins here ok or should i be starting my own thread? Cause i have more and i'm working on others.

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  • talisa
    replied
    ill add a mention of it to the list with link to your post

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  • quadrocket
    replied
    I don't know if this is the rite place to post this but here is an old HD reskin of mine for the original scrag/wizard mdl not a lot of real artwork to this one i Mostly just cut and pasted it together from pics i found online
    Last edited by quadrocket; 10-12-2016, 05:54 PM.

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  • talisa
    replied
    just checked and according to ACDsee the luma-maps are 24bit TGA's

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  • mankrip
    replied
    Question: What's the bit depth of these _luma textures, 24 or 32? My main laptop's PSU is busted so I can't check it myself right now.

    I know they're fully opaque, but I don't know if there's really no alpha channel in their files. I'm currently writing proper support for them.

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  • mankrip
    replied
    Sorry, I meant the _luma texture support in the engine, not the textures themselves.

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  • talisa
    replied
    well of course it will look incorrectly if you try to use 32bit textures in an 8bit renderer

    there's nothing wrong with the textures

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  • mankrip
    replied
    Here's a look at QRP textures in the 8-bit color software renderer I'm developing.

    Luma textures still needs some improvement.

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  • Mugwump
    replied
    Yeah I'm using QRP in a QS install (QS doesn't support bumps and norms) and it looks great. Plus, the QRP textures are faithful to the originals and there are packs for id1, MP1, MP2 and items. IIRC, the latter also includes stuff like conback, conchars and HUD icons.

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  • mankrip
    replied
    Talisa: Thanks.

    bfg666: I'm not sure if they're optional, or if the textures will look bad without them.

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  • talisa
    replied
    all QRP texture-packs are split into 2 parts
    -main pack, with only diffuse and luma
    -addon pack with normals and gloss-maps

    :: Quake Revitalization Project :: Downloads ::

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  • Mugwump
    replied
    @Mankrip Why don't you just delete the norms and bumps from the pack that you'd like to use?

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  • mankrip
    replied
    Is there a HD textures pack with only regular and _luma textures? I need textures without bumpmaps, normalmaps, and so on.

    I've found a HD texture pack like this for the ammo boxes, but most of the packs for map textures seems to use bumpmaps and normalmaps.

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  • Mugwump
    replied
    Originally posted by Seven View Post
    Let me tell you that those 2 latter ones will reduce your framerate significantly while replacement models will reduce your performance about 0.1%
    That's strange, I experienced the opposite. With RTlights on I don't notice significant frame drops: I test BloodVengeance's RTlights with the frame counter on and I have compared framerates with RTworld on and off. On the other hand, installing hi-poly replacements for all monsters, especially Teamonster's ogre, made my framerate drop to maybe 10 fps max on my first DP install, and often down to 3 or 4 fps only.

    You should decide for one or delete the models+textures from the other pack to be sure to avoid issues.
    OK, I'll do that.

    No, the issues you are experiencing with the explo boxes is replacement content related. It is independent to the explo boxes and can happen with any replacement. It is an engine cvar setting that the SMC fixes.
    Thanks for clearing that up. It was really not obvious.

    but to avoid other issues with falling items out of maps you should use all 3 of them in your autoexec.cfg.
    I did notice when playing the Solarfall map that an armor pickup was missing by comparison to the demo I watched, but I assumed that the demo was played on skill 3 and that the armor was skill-dependent.

    Sorry for my bad english, I hope now I could express myself more clear now.
    Don't you worry, your english is really not bad at all. This was all very clear and I understand things much better now.

    Thank you very much for taking the time to explain all this.

    Cheers!
    Last edited by Mugwump; 09-25-2016, 05:31 PM.

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  • Seven
    replied
    Originally posted by bfg666 View Post
    But I like Ruohi's weapons! And I like NightFright's monster models! My rig is not powerful enough to replace all creatures with hi-poly models and keep a decent framerate, so I figured I'd go with these as they look much better than vanilla.
    Hello bfg666,
    You say that your rig is not powerful enough to use replacement hi-poly models.
    But you are using DP pretty water and realtime lighting.

    Let me tell you that those 2 latter ones will reduce your framerate significantly while replacement models will reduce your performance about 0.1%
    I am personally not a fan of high poly replacement monsters, as their animation are all worse than original monsters. I do not speak about capnbubs and Skiffys monsters here (as their animation is great) and their format is .mdl, but the others in .md3 format.




    Originally posted by bfg666 View Post
    So I should delete the armor and weapons from the AMC pack?
    If you are using 3 different replacement packs which include files with the same model name:
    - weapon up
    - weapon down
    - Authentic Model Collection
    then you have conflicts. Darkplaces fortunately only uses 1 model (see its loading order rules) but when it comes to weapon skins/textures you might get glitches if you do knot know how to handle them.



    Originally posted by bfg666 View Post
    What about the ammo and megahealth boxes? I haven't seen anything wrong with these but they're also in the AMC pack.
    You are using 2 packs with the same model names:
    - Shader animated bboxes
    - Authentic Model Collection
    You should decide for one or delete the models+textures from the other pack to be sure to avoid issues. For example: There was a guy who used the Rygel compilation + Shader animated bboxes and he had the issues that texture for the wrong model have been used in-game.
    If you are not very experienced with replacement content usage it should be avoided to use multiple models with the same name in .pk3´s or .pak´s or even subfolders.



    Originally posted by bfg666 View Post
    I don't remember any specific talk about Ooppee's barrels. About the SMC, yes, but not about the barrels.
    No, the issues you are experiencing with the explo boxes is replacement content related. It is independent to the explo boxes and can happen with any replacement. It is an engine cvar setting that the SMC fixes.



    Originally posted by bfg666 View Post
    Alright, alright, I hear you! I didn't want to install it just yet because I'm in the middle of beta-testing a whole bunch of RTlights and I didn't feel like delaying things by taking time to install and configure your SMC.
    No, you do not need to install the SMC. I only asked you to read SMC´s readme.txt chapter 4.), as it explains exactly the reason for your issue with the explo boxes. You should temporary put the smc (only for testing purpose) into your id1 and restart Quake. Issue will be fixed then. You can then delete it again. Just to show you what the root cause is.
    After reading chapter 4.) you will know that you have to enable some Darkplaces sv_gameplayfix´es to get rid of your explo boxes issue. And those are:
    sv_gameplayfix_upwardvelocityclearsongroundflag "1"
    sv_gameplayfix_setmodelrealbox "1"
    sv_gameplayfix_droptofloorstartsolid "1"
    For your explo boxes issue the middle one is important, but to avoid other issues with falling items out of maps you should use all 3 of them in your autoexec.cfg.


    Sorry for my bad english, I hope now I could express myself more clear now.

    Best wishes,
    Seven

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