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I must say, I dont care for the retextured projects... They lack Quake's personality, and some of them look procedurally generated and then just layered with some filters =\
It is cool that people are trying, but you need to stick with Quake's palette and keep in mind that when you replace textures, it applies to every instance of the texture, not just how it is used in your test map. That and Im yet to see a single actually artistic texture faithfully created (the doors, most of the stainglass, the gargoyle faces - apparently the gargoyles turned into silver alien women ?)
Honestly, if it is possible, I think itd just be better to ask id for the source files for the textures... If they still exist. Remaking them just leads to overly clean surfaces that are polished and smooth - which is about as Quake as a cheap movie license game - and thus oddly enough remind me of Nintendo64. Not Quake64, something else on N64, like Mario.
As for not being faithful, that's not the case. The Quake Retexturing Project has done an amazing job recreating higher res, richer versions of the original textures. Their screenshots page shows comparisons: http://facelift.quakedev.com/retexture/screenshots
The texture set I made is less faithful, as I like a broader pallete than the orignal browns, greys, and blues. My set is about 70% based on the Retex project though so it's not all that different. I plan on making an "easy make-over" pak file with 100% Retex project textures when i'm feeling less lazy.
Wood's CTF set doesn't deviate much from the Retex project, so it's pretty close to the originals.
But in any case, no one is going to force you to replace your textures
That to me is higher res, yes, but its also the wrong colors, the map looks like grey stone as opposed to caked brick, which conveys a different feel. The original is made in earth and constructed by slaves... this one, though alright, is made by brick layers and such. That and the tile is just different colors altogether.
This shot only has a minor niggle for me, but at the same time just seems odd that it happened in the first place as the textures on the whole look good - in the original textures the studs are a muted gold, and raised from the surface. The new texture has them as a silver metal, and it is an indentation with a raised lip. Also they are more visually prominent and cause it to look even more tiled. I like most everything else in that one.
It just looks a lot cleaner in the metal, much more new, like it was made only a few years ago and not maintained perfectly, as opposed to the disuse of the original.
They have the comparisons reversed on this one, and its the one time I thought the image on the right looked better, until I realized that thats the original. It just looks like more has happened to the original textures, where as the new ones are faint, and have a white washed out look to them.
sometimes i get tired of high-res textures myself and instead of using EZQuake i play with ZQuake (has no 24 bits tex support). i alternate and that makes the setting more diverse. $$
Understand when I say "looks better", I mean art design, the way the textures work on all brushes and with one another. Not resolution.
With those textures, though higher resolution and some of them are just fine, they pull me out of the game with their stylistic inconsistency and lack of overall design. This is one of the miracles of Quake to me, and thus I do still feel that it will always look better until there is a concerted effort to truly create an entire atmosphere with a full texture pack as a whole, and then that becomes even more lofty if they do such by attempting to replace existing textures, rather than amending the textures for future levels.
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