Tired of qrp and Rygel cause of RETEXTURING some original stuff. Is there a good texture pack that just makes all ORIGINAL more beautiful WITHOUT changing anything?
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Priest777, you should not use compilation packs like Rygel�s or one of those Quake HD packs if you want to have faithful Quake replacements.
If you want to have as faithful as possible HD replacements, there is no way around Moon[Drunk] and his fantastic works. As well as Yellow.
Moon[Drunk] is one of the the last active team members of the well known Quake Revitalization Project. The goal of this project is to keep the replacements as faithful as possible. You will find all world textures there, all HUD and menu textures as well as 73% of all item (aka model) textures.
A great source of really faithful world textures is also made by Debaser (aka Starbuck), but unfortunately only the base texture set.
The rest which is not covered from the above are mostly monsters. If you want them to be really faithful, the Quake Reforged Project is not exactly the best option, as several monsters look different to original. In my opinion Yellow made the most faithful looking monster textures. Yellow�s textures are not as high resolution as Reforged ones, but they are looking like the originals.
With those replacements you will have an almost complete set of faithful Quake textures.
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You can use as many rtlights and normalmaps as you wish as long as you use default lighting.
But I of course understand what golden_boy wants to say with his post.
One should not complain about unfaithful look of Quake when he plays with realtime lighting. Especially when using FTE�s presets higher than "normal", which also enables those fancy weird looking particles. At least FTE gives you the faithful particles when playing "normal" preset. Very different to DP which gives you no chance.
Presets are presets in the end and each one can be tuned to ones preferences with cvars, so that is a plus for FTE.
But if one asks the "faithful question", which by the way has led to several divorces between human beings and broke several friendships already, he sure doesnt use any of these engines or settings. His engine of choice is surely Quakespasm or the like.
But we should not go into details hereLast edited by Henry; 05-03-2015, 10:34 AM.
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These days you can probably just put all the textures in a folder and run some tool against that folder with some switches that will take every image, add some filters (and what not) and resave the new images.
If this tool doesn't exist (highly unlikely) it should. Batch image manipulation probably could have saved talisa a whole lot of work in her texture replacement project.
If this doesn't exist it's not like it would be that hard to make. There are lots of image manipulation libraries in just about every language. Plugging them together and attaching them to some gui shouldn't be that complicated.
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Originally posted by Priest777 View PostTired of qrp and Rygel cause of RETEXTURING some original stuff. Is there a good texture pack that just makes all ORIGINAL more beautiful WITHOUT changing anything?Originally posted by golden_boy View PostHe didn't say faithful. To me faithful means "looking like the original." He does mention Rygel's which is the farthest thing from faithful...
@ Madgypsy
I do not know if you have compared the QRP world texture set with the one that Rygel released.
What he does is to take all the existing textures from QRP�s pre-release and threw them in a text editor with a batch job. He added the same filter to all of them. You tend to work with code, so you surely know diff tools. Going through all textures one by one you will see the difference is always identical. He made them darker with more contrast and a filter to make them aged.
The very new thing was that he created _gloss and _norm textures for all existing diffuse textures. That was his real breakthrough! And that was what he showed in all of his screenshots and what made people stare at it with open mouths.
But even the normals have been made with a pre configured tool, which you can see when comparing them with My-Key�s normals, which he made some time after. My-Key did them one by one with a workchain through several tools.
That should not bad-mouth Rygels work, as it was unique at that time and he surely spend a lot of time finding the correct settings and workchain. I used it myself and was happy with it. But it should tell us that modifying peoples work doesnt make it your work.
Creating something from scratch, like the diffuse textures from Moon[Drunk] is art and really difficult and time consuming. Modifying those with professional tools and its sliders and filters is a complete different story. That is also mainly what talisa does with existing textures, because you mentioned her name. But she is a good girl and always says which textures she mixed together or add filters on them.
I am a little bit worried about Priest777 though. In one thread he asks how to convert the ammo model from Quake4 into Quake and then he complains about not faithful models and texturesLast edited by Henry; 05-04-2015, 02:27 AM.
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I'm sick of Quake. I wish someone would make Quake. Then I can play new old Quake but it better be like old old Quake except not the same but, without changing anything except the different stuff that needs to be faithful and different but the same {glitch} different {bzzt} same :malfunction: abort abort abort
I call this QuakeBrain. Playing such a low resolution game for long hours forces your mind to digress to a point in the mid 80's where everyone was stupid.Last edited by MadGypsy; 05-04-2015, 04:34 AM.
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Originally posted by MadGypsy View PostI'm sick of Quake. I wish someone would make Quake. Then I can play new old Quake but it better be like old old Quake except not the same but, without changing anything except the different stuff that needs to be faithful and different but the same {glitch} different {bzzt} same :malfunction: abort abort abort
I call this QuakeBrain. Playing such a low resolution game for long hours forces your mind to digress to a point in the mid 80's where everyone was stupid.
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Originally posted by MadGypsy View PostI'm sick of Quake. I wish someone would make Quake. Then I can play new old Quake but it better be like old old Quake except not the same but, without changing anything except the different stuff that needs to be faithful and different but the same {glitch} different {bzzt} same :malfunction: abort abort abort
I call this QuakeBrain. Playing such a low resolution game for long hours forces your mind to digress to a point in the mid 80's where everyone was stupid.
I think you get where I'm goin with this
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Oh I know exactly where you are going. The vicious circle. You start with simple, ultimately end with simple and then lose interest due to all the time you spent trying to figure out the level of detail you want to reside in.
@1000 hours
Psssh... I bet g_b put that much time in in the first year. It's years and years later and he still isn't finished. Probably more like 10,000 hours or more to make a more modern game.
1000 hours is only 100 ten hour days. That's only a little over 3 months. So maybe almost 20,000 hours to build a modernish game. (4 years roughly or that divided by team members)
I'm sure professionally made games are more like hundreds of thoysands of man hours.Last edited by MadGypsy; 05-05-2015, 08:10 PM.
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Originally posted by MadGypsy View PostOh I know exactly where you are going. The vicious circle. You start with simple, ultimately end with simple and then lose interest due to all the time you spent trying to figure out the level of detail you want to reside in.
@1000 hours
Psssh... I bet g_b put that much time in in the first year. It's years and years later and he still isn't finished. Probably more like 10,000 hours or more to make a more modern game.
1000 hours is only 100 ten hour days. That's only a little over 3 months. So maybe almost 20,000 hours to build a modernish game. (4 years roughly or that divided by team members)
I'm sure professionally made games are more like hundreds of thoysands of man hours.
Honestly, I'd be happy to pull off a multiplayer game as simple as Q3 with a similar level of detail, but fewer models/maps/textures. Quality over quantity: a few solid models and maps and badass gameplay mechanics that keeps people coming back for more. No point in over-reaching. I mean, let's face it: for starters, this current generation of gamers has a hard on for Call of Duty, so forget it if your game falls short of that. Secondly, as previously mentioned, that level of detail just ain't gonna happen on your own.
It's really the only reason I'm on a complete stand still on a game/mod. I can't find a place to draw the line on detail vs. game mechanics. I think I'm almost there though.
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All of it guys, all decisions...they are true. God damn dances around vanilla Quake, those Quake, we remember and love from childhood, when Romero's ideals of art and design were absolute, and there were no textures or such a things, and now...owww, dear mommy...water is not perfect as in real life, guns are not shining, let's make more and more, being dropped in this mentioned "circle". I like Quake and different people that make mods for this great game, so..That's true, in the end, you getting tired. Always. As a creator of this thread, i got it too late. I think...i think i'll leave it as it is for now, QRP is enought...) What a dumb player i am XD
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