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  • Originally posted by Bloodshot View Post
    Hey guys, I have a problem - every time i try to load E1M7, it get's stuck on Boss.mdl (in

    darkplaces) and after a minute crashes with "Mem_alloc: out of memory (alloc at

    jpeg.c:627)"
    No problem here. How much RAM does your machine own?

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    • @ RICKY take a look here


      QUAKE PK3s FOR DUMMIES
      Ia! Ia! Shubb Niggurath!


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

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      • Originally posted by Bloodshot View Post
        Hey guys, I have a problem - every time i try to load E1M7, it get's stuck on Boss.mdl (in

        darkplaces) and after a minute crashes with "Mem_alloc: out of memory (alloc at

        jpeg.c:627)"
        The issue with that is the shaders on Chthon. You can remove the shader for him by opening the reforged.shader in the scripts folder with notepad and removing the boss.mdl area
        OR the better way - but will result in loss of quality resize all the boss.mdl textures to 50%. I tried mine at 512x512 (as I was getting low fps) and that helped ALOT simply because that single model is loading 32.8mb of TEXTURES at 1024x1024 another thing to do is also delete all of his glow textures as the effect is overall covered by the luma texture - glow just enhances it. Doesn't drop it much. However dropping the res to 512x512 does the best because in reality you made the texture 1/4 of the original and it still looks great.
        If you'd like later I could upload that for you.

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        • Originally posted by grave_digga View Post
          No problem here. How much RAM does your machine own?
          I have 3 GB (I really have 6 but xp only uses 3 so..)

          Originally posted by ooppee View Post
          OR the better way - but will result in loss of quality resize all the boss.mdl textures to 50%. I tried mine at 512x512 (as I was getting low fps) and that helped ALOT simply because that single model is loading 32.8mb of TEXTURES at 1024x1024 another thing to do is also delete all of his glow textures as the effect is overall covered by the luma texture - glow just enhances it. Doesn't drop it much. However dropping the res to 512x512 does the best because in reality you made the texture 1/4 of the original and it still looks great.
          If you'd like later I could upload that for you.
          Wow, I just looked in the folder and there's 40 textures for the boss.

          It's alright though - i fixed it. I was using the high quality 2048 pack, I just downloaded the 1024 pack and put the boss files from that in.

          Thanks for the help guys

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          • Any news on the fixed versions of the head gibs? I've temporarily added some gore effects to the ones I downloaded, but I'm sure they will look a lot better when official...

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            • It'll be nice also when there's a replacement skin for the player model.

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              • Originally posted by Seven View Post
                Do you use parallax mapping ?
                Just butting in here to say the quake reforged skins don't support parallax mapping... this would need a 32-bit normal map where the alpha channel controls the height and they don't want to release them in a 32-bit format because they feel it's too resource consuming. So the world textures in the retexturing project do support paralax\displacement mapping and the reforged skins don't. The normal maps\luma\etc. only affect the lighting of the model not the shape.

                It would be cool if they did because for example the faces wouldn't look so flat from the side but they don't and it's up to them what they want to support.

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                • Yeah adding that to these skins would murder even modern PC's. As is they drop FPS a lot. If they added that feature they would have to make 1024 the max and remove the shaders (chthon for example).
                  I love the Reforged project but I felt they should of made new models and then skin them. Even just smoothed and tweaked the models (triple polycount max - which is still low poly by todays standards). Like said the skins look great facing but see the ogre or grunt for example on the side - face looks bad. However not Reforged's fault but the models

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                  • Originally posted by ooppee View Post
                    I felt they should of made new models and then skin them.
                    I would agree with this if someone could actually make some decent models with good animations. Unfortunately, I have yet to see such a model come out of the Quake community for the monsters. I think the QF team made the right decision to stick with the official models. This project would have taken years if they also tried to remodel everything. Just look at the Doom community... People have been making models for that game for 10+ years, yet most of them are still garbage. The only decent model maker for that game was Dani J, but he gave up long ago to move onto coding (which I still believe was a huge mistake).

                    I would rather see this team complete the remaining skins for the mission packs, followed by the textures. If they start remodeling all the monsters now, we may as well assume it will be completed sometime in 2030.
                    Last edited by Lightning_Hunter; 01-03-2011, 10:44 PM.

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                    • Originally posted by ooppee View Post
                      Yeah adding that to these skins would murder even modern PC's. As is they drop FPS a lot. If they added that feature they would have to make 1024 the max and remove the shaders (chthon for example).
                      I don't agree with that. I have played Quake 2 Berserker and Quake 2 XP, that both have parallax mapping, and both are playable in 1920x1080 with high frame rate.

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                      • Different engines handle differently. I can play UT3 on max and get a decent framerate. Open Unreal 2 (not tournament) - on max I get a LOWER framerate than 3. Engines handle thing differently - and UT2 is 4yrs older than UT3 - if anything I should get a higher framerate in it seeing as UT3 is a FAR prettier game. The UT2 engine was a nice engine but had some issues.
                        Since Darkplaces is still in beta there's still many issues. Take for example the August build of Darkplaces and the newest build. Use the same config and try each out - you will notice the newest easily has a 5-10% FPS drop.

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                        • Originally posted by ooppee View Post
                          Since Darkplaces is still in beta there's still many issues. Take for example the August build of Darkplaces and the newest build. Use the same config and try each out - you will notice the newest easily has a 5-10% FPS drop.
                          I don't get what you are trying to prove, sorry.

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                          • Hi guys,
                            you know, we steadily proceed towards our internal milestones despite of the fact that we miss to provide constant news and updates.
                            The skins for the severed heads were ready but I don’t know why we uploaded the unfinished ones

                            We’re quite fine with our humble attitude, we don’t claim to remake everything and better than everyone else, also because honestly there’re a lot of more skilled guys out there.
                            I’ve to agree that having new models to start with would have been fantastic, but we worked with what was available at the time.
                            Recently we’ve seen the release of a few good new models but I’m not sure it would be a good choice to start skinning for them before we have the complete set. If you’ve been around here enough, you’ve already seen this trend in the past.

                            For the moment we stick with the old models, mainly because we’ve almost finished all the skins, but -as previously said- we don’t refuse to work on new detailed versions or even create them by ourselves.
                            Undoubtedly in that circumstance our company of two would not be enough…

                            I’m the last who desires to defend these cheap-ass quake models, but I think that the skins do a decent job when it comes to support other hi-res content (Rygel’s textures in primis).
                            We acknowledge that quake is a frantic and fast game where you don’t dance for ages in front of a monster, so the result is *acceptable* in our opinion.

                            Yup, we’ve also forgot to add the player skin
                            The available version derives from the grunt and use the original model, but a proper skin will be made when I know which new model you use the most.

                            About the parallax, we’ve made a few tests in the past and the result in darkplaces isn’t that *good* (euphemism)…

                            Quake Reforged
                            Retexturing and Reskinning project for Quake, Scourge of Armagon and Dissolution of Eternity

                            Downloads:
                            SoA skins
                            DoE skins pre-release

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                            • Originally posted by Nergal View Post
                              I’m the last who desires to defend these cheap-ass quake models, but I think that the skins do a decent job when it comes to support other hi-res content
                              I support your approach on skinning the standard models. I thinks this provides more varieties and options for people like myself with not-so-fast machines. Thanks for your work, and looking forward to your updated release.

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                              • hires skins + normals

                                as far as i remember there are some hires skins with "paralax compatible" normals, but just like nergal said - the result is awful. it's hard to describe it - when you enable offsetmapping, whole skin gets deformed and an illusion of the bumps creates v.e.r.y. strangely looking monster.
                                my projects so far:

                                Travail retextured ___/___ Knave HD textures
                                Tronyn in high definiton ___/___Abyss of Pandemonium HD textures
                                Nehahra rtlights and other experiments

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