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Quake 64 Total Conversion?

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  • #31
    Much of those are related to the engine itself too. Like the blue screen glow when using Quad Damage is called by the engine. You could swap the IT_QUAD and IT_INVISIBILITY - what would happen then is they'd still function the same, but when you get Invisibility - your screen would glow blue. It may be possible without engine editing, but I am doubtful thus far.

    Colored lighting has been done for Quake.
    http://www.quaketastic.com/upload/fi...h_May_2009.zip

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    • #32
      In The Elder God Shrine level, the sky is green.

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      • #33
        Here's what the colored sky and music that were used in the N64 version of the levels, hopefully this will help.

        E1M1: The Slipgate Complex
        Sky: Blue
        Music: The Slipgate Complex

        E1M2: Castle of the Damned
        Sky: Red
        Music: Castle of the Damned

        E1M3: The Necropolis
        Sky: Yellow
        Music: The Necropolis

        E1M5: Gloom Keep
        Sky: Yellow
        Music: Gloom Keep

        E1M6: The Door to Chthon
        Sky: Yellow
        Music: The Door to Chthon

        E1M7: The House of Chthon
        Sky: Yellow
        Music: The House of Chthon

        E1M8: Ziggurat Vertigo
        Music: Ziggurat Vertigo

        E2M2: The Ogre Citadel
        Sky: Red
        Music: The Slipgate Complex

        E2M3: The Crypt of Decay
        Sky: Yellow
        Music: The Crypt of Decay

        E2M7: Underearth
        Sky: Yellow
        Music: Underearth

        E2M5: The Wizard's Manse
        Sky: Yellow
        Music: The Wizard's Manse

        E2M6: The Dismal Oubliette
        Sky: Orange
        Music: The Dismal Oubliette

        E3M1: Termination Central
        Sky: Orange
        Music: Termination Central

        E3M2: Vaults of Zin
        Sky: Yellow
        Music: Vaults of Zin

        E3M3: The Tomb of Terror
        Sky: Yellow
        Music: Castle of the Damned

        E3M4: Satan's Dark Delight
        Sky: Yellow
        Music: The Necropolis

        E3M7: The Haunted Halls
        Sky: Yellow
        Music: The Door to Chthon

        E3M6: Chambers of Torment
        Sky: Yellow
        Music: Gloom Keep

        E4M2: The Tower of Despair
        Sky: Red
        Music: The House of Chthon

        E4M3: The Elder God Shrine
        Sky: Green
        Music: Ziggurat Vertigo

        E4M4: The Palace of Hate
        Music: The Slipgate Complex

        E4M8: The Nameless City
        Sky: Yellow
        Music: The Dismal Oubliette

        E4M6: The Pain Maze
        Music: The Crypt of Decay

        E4M7: Azure Agony
        Sky: Yellow
        Music: The Wizard's Manse

        Shub-Niggurath's Pit
        Music: Underearth

        Here's a updated version of my opinion on what the colored sky and music should be use in the missing levels:

        START: Introduction
        Sky: Yellow
        Music: The Door to Chthon

        E1M4: The Grisly Grotto
        Sky: Yellow
        Music: Underearth

        E2M1: The Installation
        Sky: Blue
        Music: Termination Central

        E2M4: The Ebon Fortress
        Sky: Yellow
        Music: Castle of the Damned

        E3M5: Wind Tunnels
        Sky: Yellow
        Music: Underearth

        E4M1: The Sewage System
        Sky: Orange
        Music: Termination Central

        E4M5: Hell's Atrium
        Sky: Yellow
        Music: Vaults of Zin
        Last edited by OGB; 05-23-2011, 09:45 PM.

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        • #34
          I edited my last post a bit, my description of the colored sky and music for the levels is accurate now. Including not all the beginning levels have blue sky.
          Last edited by OGB; 05-23-2011, 10:21 PM.

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          • #35
            one question, are you wanting a high-res version of q64, to encapsulate the feel/atmosphere of the original or a 100%, lo-res, but faithful version?

            I only ask this because if it is the first, we could use the skies from hexen2-high-res (with a few tweaks for green/orange etc...) that many of us already use. I know, from his screens, that seven uses a yellow sky on some levels.
            i'm pretty sure there is a red sky already made too.
            just food for thought is all...

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            • #36
              I want a 100%, low-res, but faithful version of the game. I don't want to use the hexen2-high-res skies, I still want to use the N64 skies. OoPpEe got the blue sky from the rom, I'll ask him to get the other colored skies from it.
              Last edited by OGB; 05-24-2011, 03:20 PM.

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              • #37
                OoPpEe, can you get the other colored skies from the rom and put them in this project.

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                • #38
                  Stated already the skies are handled very differently than in basic Q1. You'd have to create them from scratch and try and make them look similar.

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                  • #39
                    Well I can't create them, if you know anybody that can that would be great.

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                    • #40
                      Originally posted by OGB View Post
                      I want a 100%, low-res, but faithful version of the game...
                      ok, I guess thats me 'out' then...

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                      • #41
                        Thinking I too am. I provided the CD Tracks, ripped the liquid textures and got the changed Nailgun and Lightning Gun sounds. All of those overall just need to be renamed to have them working in Q1.
                        May go back and do a "final" version of the soundtrack though. Didn't want to go the .ent route - however to accurately do it, have to.
                        Something like this needs a team, yes it may be many small edits - but one doing all the grunt work, while another just states things - not the ideal way to get a project done. All parties involved have to take part. If unsure how to do, take initiative to learn. We all at one point didn't have the skills until we tried it.

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                        • #42
                          I couldnt see the point of this to begin with.
                          Sure finding the soundtrack was cool. Maybe using the sounds as a replacement... but to have a watered down Quake conversion tied to Midway's license seems just silly.
                          www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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                          • #43
                            Quake 64 Total Conversion?

                            Originally posted by R00k View Post
                            I couldnt see the point of this to begin with.
                            Sure finding the soundtrack was cool. Maybe using the sounds as a replacement... but to have a watered down Quake conversion tied to Midway's license seems just silly.

                            I didn't say I wanted to do a watered down conversion of Quake 64. I don't want to do a watered down conversion.
                            Last edited by OGB; 05-25-2011, 03:02 PM.

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                            • #44
                              Quake 64 Total Conversion?

                              Originally posted by osjclatchford View Post
                              ok, I guess thats me 'out' then...
                              You're not out, I didn't understand what's the difference between high-res and low-res. Can you tell me what's the difference between the two.

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                              • #45
                                Texture size.
                                Like Quake is defined as low res. It uses textures that are usually all around 128x128 (16384 pixels) tops.
                                High Res textures are way beyond that. QRP's replacement textures are mainly 512x512 (262144 pixels).
                                That's 16x larger.

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