I do want to keep the classic look of the PC and N64 versions. I don't want to upset anybody, but I still want to go with the classic look. We can make the High-Res textures as a add-on for the conversion.
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Quake 64 Total Conversion?
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Originally posted by OGB View PostI didn't say I wanted to do a watered down conversion of Quake 64. I don't want to do a watered down conversion.
Most projects that fail involve some guy with the "wish list" where he expects others to do all the work.
In any kind of modding or development, you have to grow yourself to be strong enough to achieve most of the objectives yourself [which makes it easier to recruit others, who understand there is a plan B and reduced pressure]. I haven't yet seen a completed project where a goal came to fruition in such as the lopsided bargain as the one you are proposing.
If the future probably resembles the past, which seems likely, this might be something to take into consideration.
I'm just sharing my observations of past experience based on what I have seen to give you greater information for the formulation of the ideas you have and to calculate statistical probabilities better.Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.
So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...
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No offense but when I said 'watered down' I was comparing Quake-N64 to the original QUAKE. I've had the idea of doing something like an 8-bit retro style Quake, kinda like DOOM but using the quake engine. More of a pixel art, but using 24bit images as sprites...
<-- love this guy's style..
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Quake 64 Total Conversion?
Originally posted by Baker View PostUsually, if you want to "get what you want" you also have to do the work yourself or put a significant amount on your shoulder. Sure some people say "I can't do X, Y or Z" but others will say "Yeah but you are a human and humans can learn and grow, and with sweat and tears any human can do anything, it is only a choice."
Most projects that fail involve some guy with the "wish list" where he expects others to do all the work.
In any kind of modding or development, you have to grow yourself to be strong enough to achieve most of the objectives yourself [which makes it easier to recruit others, who understand there is a plan B and reduced pressure]. I haven't yet seen a completed project where a goal came to fruition in such as the lopsided bargain as the one you are proposing.
If the future probably resembles the past, which seems likely, this might be something to take into consideration.
I'm just sharing my observations of past experience based on what I have seen to give you greater information for the formulation of the ideas you have and to calculate statistical probabilities better.Last edited by OGB; 05-26-2011, 12:03 AM.
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Quake 64 Total Conversion?
Originally posted by R00k View PostNo offense but when I said 'watered down' I was comparing Quake-N64 to the original QUAKE. I've had the idea of doing something like an 8-bit retro style Quake, kinda like DOOM but using the quake engine. More of a pixel art, but using 24bit images as sprites...
<-- love this guy's style..
Last edited by OGB; 05-26-2011, 02:04 AM.
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q64 epic fail?
Originally posted by OGB View PostYou'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.
and having just played q64 again for the first time in ten years I can honestly say I agree with R00k regarding the 'watered down quake'.
I forgot just how bad that pc to console conversion was;
extra lo-res images, poorer particle effects, really badly animated skies/water and whole chunks of level detail just left out!
only worse fps console conversion I can think of was DooM for the SNES!
at least the n64 Q2 conversion was a whole new level set to hide/make-up for the lower-res content, and q264 added things like muzzleflash and deathmatch levels, I'm sorry but q64 is an epic fail.
The atmosphere is lost and consequently the whole game suffers...
but don't listen to me, that's just IMO...
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Quake 64 Total Conversion?
Originally posted by osjclatchford View Postfear not, I've taken no offence, when I said 'thats me out then, I meant I'm taking myself out of the loop...
and having just played q64 again for the first time in ten years I can honestly say I agree with R00k regarding the 'watered down quake'.
I forgot just how bad that pc to console conversion was;
extra lo-res images, poorer particle effects, really badly animated skies/water and whole chunks of level detail just left out!
only worse fps console conversion I can think of was DooM for the SNES!
at least the n64 Q2 conversion was a whole new level set to hide/make-up for the lower-res content, and q264 added things like muzzleflash and deathmatch levels, I'm sorry but q64 is an epic fail.
The atmosphere is lost and consequently the whole game suffers...
but don't listen to me, that's just IMO...
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Huh?
The N64-Quake conversion used, lower quality "content". The images are smaller, less detailed. The maps are of lesser quality, few polygons. The sounds, are remade to shift away from licensing agreements. The whole game was lower quality. Making a "total conversion" of Q64 is like reforming a piece of poop back into that hamburger u ate 6 hours ago.
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I did enjoy Q64 back when we only had 1 PC and I was hooked on the N64 (Smash Bros!!!). Sadly yes once you play the PC version it is very watered down.
As for the content. As I've stated a few times already:
Soundtrack - partially done. Look up how to make .ent files and then from there you open with a text editor and replace "sounds x" with the right number. X represents which track to use.
Liquid Textures - extracted and in tga. So you just simply need to rename them to the right file name.
NG/LG Sounds - the 2 guns that sound different. Ripped those for you too. Just need to rename them and put into the right folder.
I've basically provided you with all you need for this mod. The skies haven't been done. However in replacing the tracks - in that ent file you can replace which sky to use. Simply take the current skies in Q1 and change the hue on them (3 clicks in PSP7). Save. Then replace the sky name in the ent file to match which color.
So the "Grunt work" has already been done. Replacing a hue on a texture is very easy. Replacing "sounds 1" with "sounds 6" (example) in a text editor....very easy.
So the only real work left for you, recolor the skies then sort the content I provided.
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Quake 64 Total Conversion?
Originally posted by R00k View PostHuh?
The N64-Quake conversion used, lower quality "content". The images are smaller, less detailed. The maps are of lesser quality, few polygons. The sounds, are remade to shift away from licensing agreements. The whole game was lower quality. Making a "total conversion" of Q64 is like reforming a piece of poop back into that hamburger u ate 6 hours ago.
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Quake 64 Total Conversion?
Originally posted by OoPpEe View PostI did enjoy Q64 back when we only had 1 PC and I was hooked on the N64 (Smash Bros!!!). Sadly yes once you play the PC version it is very watered down.
As for the content. As I've stated a few times already:
Soundtrack - partially done. Look up how to make .ent files and then from there you open with a text editor and replace "sounds x" with the right number. X represents which track to use.
Liquid Textures - extracted and in tga. So you just simply need to rename them to the right file name.
NG/LG Sounds - the 2 guns that sound different. Ripped those for you too. Just need to rename them and put into the right folder.
I've basically provided you with all you need for this mod. The skies haven't been done. However in replacing the tracks - in that ent file you can replace which sky to use. Simply take the current skies in Q1 and change the hue on them (3 clicks in PSP7). Save. Then replace the sky name in the ent file to match which color.
So the "Grunt work" has already been done. Replacing a hue on a texture is very easy. Replacing "sounds 1" with "sounds 6" (example) in a text editor....very easy.
So the only real work left for you, recolor the skies then sort the content I provided.Last edited by OGB; 05-27-2011, 12:06 AM.
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Originally posted by OGB View PostHow do I get dynamic lights to work on torches in directq?
Skies - I could probably add a "Quake 64 sky loader" to DirectQ. Rebuilding them properly needs engine code, but I've always liked the skies in Quake 64 so if it seems reasonable engine-side I'd be willing to give it a try.
I'll be able to run the game via an emulator through GLIntercept and/or PIX in a few days time and have a look at the draw calls it uses behind the scenes (hopefully it's not just blasting a fullscreen quad every frame).
You can grab my coloured light pack from here by the way: http://www.quaketastic.com/upload/fi...h_May_2009.zip
This will add coloured light to all of the ID maps; it's not as garish and neon as Quake 64 but it looks good and most everyone uses it.IT LIVES! http://directq.blogspot.com/
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Quake 64 Total Conversion?
Originally posted by MH View PostYou'd need to rebuild the map. It's a shame because more flickering torches would look good, and DirectQ doesn't have speed problems with them.
Skies - I could probably add a "Quake 64 sky loader" to DirectQ. Rebuilding them properly needs engine code, but I've always liked the skies in Quake 64 so if it seems reasonable engine-side I'd be willing to give it a try.
I'll be able to run the game via an emulator through GLIntercept and/or PIX in a few days time and have a look at the draw calls it uses behind the scenes (hopefully it's not just blasting a fullscreen quad every frame).
You can grab my coloured light pack from here by the way: http://www.quaketastic.com/upload/fi...h_May_2009.zip
This will add coloured light to all of the ID maps; it's not as garish and neon as Quake 64 but it looks good and most everyone uses it.
The Quake 64 sky used five different colors: blue, yellow, green, red and orange.Last edited by OGB; 05-26-2011, 09:05 PM.
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all i want is the quake 64 hud in darkplaces, but don't hink that can be done, i also like how everything in q64 seemed to be "closer" to the player, i know this can be achieved with a fov adjustment but everything seemed to be more in your face. i have fond memories of q64 as it was my first exposure to quake, i never had my own pc untill like 5 years ago, strictly consoles
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