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  • Niiicceeeeeeee!!!!!!
    Check out my awesome Deviant art page!
    Quake fanart (obviously included)!

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

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    • i hope these awesome looking skins get uploaded soon
      I can wait for the Mission pack skins to all be released in one package, but I really hope they release the Shambler skin as soon as it is done!

      Comment


      • Thanks for the help. Got Parrallax occlusion mapping working. Thank you seven & reforged team.

        Videos to come soon!

        [ame=http://www.youtube.com/watch?v=A-u2uPTv4Io]YouTube - raw[/ame]
        Originally posted by Magnus
        Apology accepted.

        Comment


        • Originally posted by turtlevan View Post
          Thanks for the help. Got Parrallax occlusion mapping working. Thank you seven & reforged team.

          Videos to come soon!

          YouTube - raw
          Haha, that's the exact same place I always stand to test the Knight skin.

          Comment


          • Hey Nergal and Alfader, I noticed that most of your skins have many alignment problems on them where the seams meet, and thought I would share a technique I've discovered over the course of the last two weeks that aligns the entire skin (using photoshop). It involves using the Clone stamp tool:

            1. The only part of the skin you actually have to spend time aligning for this technique is the very top of the head. You can do this by copying the very top of the head on the front of the skin (left side), and applying it to the same place on the back of the skin (right side). Just match it up as close as possible at this point. Next, draw a single neon pink line vertical-wise (most visible in the game) on both sides of the head on the EXACT same spot on both sides of the skin. Best way to do this is to zoom in REALLY large until you find a single pixel somewhere on the top of the head that is really easy to spot, and draw the line here on both sides. In the game, you will most likely see that the two lines do not meet up. Adjust only one side of the head until the lines match up. If you need help knowing which way to move the skin so the lines match up, you can draw a single pixel on both sides of the line of different colors, and move it in the direction of that color pixel. Once the top of the head is aligned, you may erase the neon pink line.

            2. Remember that extremely visible pixel you found by zooming in really large in step one? By using the clone stamp tool, hold down alt, and center the target RIGHT on this pixel (either side of the body, whatever side you choose). Copy this location. Go to the other side of the skin, and hold down alt once again to center the target on the SAME pixel on the opposing side (do not copy again, but let go of alt instead once the target is centered on the pixel). Then click to paste the clone stamp RIGHT on that spot. Now if you use normal clone stamping at 100%, you should have a perfect match. All that is left to do is use the clone stamp tool and go around the edges of either side of the skin, and paste the opposing side onto it (the very edge only). this will make the edges of one side look like the edges of the opposing side, and they will match perfectly. You may have to modify parts of the side you modified to blend better after this.

            I know this technique sounds long when I type it out, but really - you can align the ENTIRE skin in probably 10-15 minutes using this method! I've gone through and aligned many reforged skins using this method now. Once you have the top of the head aligned, you can just find that same pixel each time (doesn't have to be the same pixel every time), and use it as a reference point to copy the edges of one side onto the opposing side. Maybe you guys know of a better technique but simply haven't aligned some of these skins, but I thought I would share this anyway...
            Last edited by Lightning_Hunter; 04-01-2011, 10:37 PM.

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            • @ Nergal

              I can even see the shamblers veins and caries !
              Superb details as usual. Fantastic !


              [offtopic]

              @ turtlevan

              one more thing regarding "mixing" Rygels textures with My-Keys _normals:
              First thing you need to know is, that Rygel used QRPs textures (from 2007) as his base.
              He mainly raised their contrast and darkened them. Not much more.
              He created _gloss and _normal textures for all diffuse textures.
              If you use QRPs (My-Keys) new _normal textures (released end of 2010),
              most of them will fit Rygels diffuse textures, but some will NOT.
              Because QRP made some changes in the meantime on them as well as Rygel (he used some different ones).

              So if you want/like Rygels "dark themed" diffuse textures, either use Rygels _normals,
              or if you want the far better _normals from My-Key, you have to compare them (if they fit).

              If You want QRPs "faithful themed" diffuse textures, you can use My-Keys _normals right away (they fit 100% of course).


              I made some screen comparisms for you:
              Rygels _normals / My-Keys _normals:


              Concentrate on the floor:
              /
              /
              /

              Concentrate on the wall:
              /
              /

              Summing up the differences:
              My-Keys are more rough / worn / real looking.
              Thats why I like them


              One last thing:
              I dont recommend "reliefmapping". It kills your PC performance. "offsetmapping" is really enough in my opinion.

              [\offtopic]

              Kind regards,
              Seven

              Comment


              • Seven, I like My-keys normals better of course, more detailed. The thing is - sometimes on the COOP maps, QRP pack does nothing to enhance the quality of the textures. ie - they remain the same as though you were using proquake or something. But when you switch to Rygel, it offers somewhat of an enhancement - HD textures that is. I usually always use the QRP pak3 unless i happen to fall upon a map that QRP does nothing for. Then i switch to rygel to see if that helps anything.

                QRP is prefered. Sorry for offtopic. let me knkow if i need a different thread or pm for this chat.

                Originally posted by Seven View Post
                One last thing:
                I dont recommend "reliefmapping". It kills your PC performance. "offsetmapping" is really enough in my opinion.

                [\offtopic]

                Kind regards,
                Seven
                Well I feel like i wasn't getting the 3d POM effect unless reliefmapping was set to 1. Is it possible to get the POM effect without having to enable relief - It does cut my frames per second in half.

                I'm really just searching for the way to make quake look its highest possible quality. I dont know enough about editing, texturing and map makeing & modeling & hacking to alter too much. I just know how to download packs and slap them in my ID1 directory. So after reading reforged's tech guide and some of these forum topics, I'm trying to create an AWESOME quake look.

                I have some new video cards in the mail, so I will fire up some 1080P super HD all-decked-out quake action and make movies.

                It seems each time I make a video clip, i end up heading back to the forums and finding a way to make my quake look just slightly nicer than before. I wanna get the best setup possible, then head off to record some video segments, and finally edit them into a nice movie.

                That effectsinfo.txt look slike it would be really fun to mess with. I read through it some and saw some german language in it. some of the effects need to be enhanced a little. There needs to be more blood, like the default darkplaces options. The two effects that stand out as being great are the Deathknights fire and the leftover flame & smoke it leaves on the wall, and the scrags green darts and the spot it leaves on the ground.

                Things i want to add now:

                -Lava with heat haze

                -the combined torch model with the hazey fire and 3d poly fire together

                -the opaque HD HUD icons and text

                -A new console text size & format (if possible cuz i cant read the shit)

                -a new player model skin that is up to date with the reforged skins

                -POM/relief mapping.

                -Find out what the hell deluxemaps.pak3 does, and why I would need it

                -New high-poly count models - if they exist or if theres anything bettter than reforged models

                -My guns don't look as nice as the ammo boxes for some reason... Am i missing a weapon / item pak3?

                -And finally a new darkplaces & AMD/ATI driver set that increases my framerate & adds eyecandy!!!!!

                hehehe
                Originally posted by Magnus
                Apology accepted.

                Comment


                • ... to make it short.

                  All your questions have been answered in this forum in different threads.

                  If you cant find them, feel free to create a new thread in the "Quake Clients " subforum
                  (I guess it fits best in there due to DarkPlaces specific questions)
                  Copy over the text from above post in there...

                  We have many DP specialists onboard this forum.
                  All questions will be answered in no time.

                  I apologize again for off-topic.
                  We should close this discusion in this thread now.

                  Seven

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                  • "Reforged models" the reforged team doesn't do models those are the standard models with a different skin.

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                    • Well they look so nice, they're easily confused for a new model!
                      Originally posted by Magnus
                      Apology accepted.

                      Comment


                      • Well I just replayed through some of the original Quake content, and was very impressed with your work Alfader and Nergal. Thanks for your hard work & artistic ability.
                        Originally posted by Magnus
                        Apology accepted.

                        Comment


                        • Well they look so nice, they're easily confused for a new model!
                          Thanks

                          "Reforged models" the reforged team doesn't do models those are the standard models with a different skin.
                          We'll finish the skins for all the original models before starting with the new ones.

                          ---

                          Shambler ingame, tell me what you think!

                          shambler3.jpg big version

                          Attached Files

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

                          Downloads:
                          SoA skins
                          DoE skins pre-release

                          Comment


                          • wow that shambler looks really good.

                            Comment


                            • Looks great! The only thing I'm not sure about are those large black spots on the body, but that might just be the Darkplaces lighting. I'd have to see them in the game, but perhaps those black dots should blend a little better with the rest of the skin? As they are, they stand out a little too much. I think the black spots should look more like missing patches of fur - almost like skin - rather than being pitch black like that.

                              Comment


                              • agreed, also I feel the fur-effect looks a little too regular, almost carpet-like!
                                great stuff as always though...

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