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DirectQ: conchars and explosions in hi res?

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  • DirectQ: conchars and explosions in hi res?

    Hi all,
    I'm still messing around DirectQ and this time I'm trying to make it look at its best.
    Adding hires textures, hud and sounds was quite easy, adding models a bit harder, but I'm actually stucked in adding an hires charset, flames and explosions.
    I know that Darkplaces is recommended for hires but I just want to know which are DirectQ limits and trying to reach them.

    Hires oriented configs are welcome too.

    Thanks in advance!



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  • #2
    if you want hi-res stuffs, i would recommend to switch to darkplaces instead
    darkplaces is the eye-candy engine, and 99% of HD stuff made by people here is made for use with darkplaces


    about HD explosions... the SMC includes a particlefont and effectinfo which replaces the standard effects with fancy HD particle-effects.


    seven also made it so that the effects dont require the SMC, and that the particlefont and effectinfo can be used without SMC
    http://quakeone.com/forums/quake-mod...mpilation.html
    .
    are you curious about what all there is out there in terms of HD content for quake?
    > then make sure to check out my 'definitive' HD replacement content thread! <
    everything that is out there for quake and both mission-packs, compiled into one massive thread

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    • #3
      [ame=http://www.youtube.com/watch?v=LNmP6yX7mhw]QUAKE Qrack 2011 full - YouTube[/ame]

      http://quakeone.com/qrack also is a nice looking engine.
      Want to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!

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      • #4
        Originally posted by Arkon View Post
        I know that Darkplaces is recommended for hires but I just want to know which are DirectQ limits and trying to reach them.
        that's pretty clear.
        it's even in the thread title.
        anyone have any suggestions for directq?
        Gnounc's Project Graveyard Gnounc's git repo

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        • #5
          make .tga replacements for sprites?
          www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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          • #6
            Conchars now work: it was a question of file naming (charset-1.tga, charset-2.tga, etc. in textures/charsets and then gl_consolefont 1 or 2 or whatever in console) 512x512 textures works better then 1024x1024 or 256x256 ones.

            Rook: I've already made an explosion replacement (5 frames, but it needs to be fixed due to transparency) and it works. Seems this is the only way to make it work even if I read somewhere in the forum that particlefont.tga was supported by DirectQ (I've rechecked the source code to be sure, but it seems that MH did not implemented that). Maybe a solution would be subdivide the particlefont.tga in a lot of single frame tgas renamed in the right way (s_explod.spr_0.tga, s_explod.spr_1.tga, s_explod.spr_2.tga, etc. and then smoke, laser, flames, flashes...)

            Model replacement is not so user friendly anyway. Models converted from md3 (with separated textures) don't work, some others suffers of wrong texture positioning (the fixed ones are selled by someone in second life, lol...).

            As I wrote in the first post I know that Darkplaces is THE engine when talking about hi resolution or Nehahra mod, I've checked both Quake Epsilon and QHQ: really impressive works, Quake had never been so detailed and pretty before. In some way it reminds me the infamous FJQuake project I did in 2003: ten years later things are completely different. And beautiful, eheh.

            Thanks for now, new questions will surely come.

            Bye!
            Last edited by Arkon; 11-07-2013, 01:26 PM.



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            • #7
              @arkon
              those are not converted md3 models which i am selling, i just based my designs on ruohis models
              .
              are you curious about what all there is out there in terms of HD content for quake?
              > then make sure to check out my 'definitive' HD replacement content thread! <
              everything that is out there for quake and both mission-packs, compiled into one massive thread

              Comment

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