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  • Re-texturing

    Firstly, sry for my bad english... I'm a froggie frenchie \o/

    - You'll find here my retexturing work for Quake. Some of these skins are replacement skins for OriOn debug models.

    - I tried to clean the textures to make them the most faithful to the originals.

    - This work is hard/length because the old models have enough "polygons" for a good result, the textures are sometimes
    stretched and many "wireframe" (like someone items skins) are not similar (game renderer vs Milkshape 3D renderer).

    - Often check this post for all updates.


    Download : Just click on the screenshot for downloading.

    Installation : Just put the skins to qw/textures/models (only the brightskins pack must go to qw/skins).





    ************
    * v_weapons *
    ************













    ************
    * Projectiles *
    ************







    *********
    * Armors *
    *********










    *********
    * Player *
    *********








    *******
    * Gibs *
    *******









    ************
    * Brightskins *
    ************








    ***************
    * Team Fortress *
    ***************



    Download for Dox models only !






    ********
    * Bonus *
    ********





    Last edited by PrimeviL; 06-21-2007, 04:12 AM.

  • #2
    Oh

    Awesome work! I was just working on a new Quake armor model with lots of polys for a pic I wanted to make, thats why this caught my attention
    QuakeOne.com
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    QuakeOne.com/qrack
    Great Quake engine

    Qrack 1.60.1 Ubuntu Guide
    Get Qrack 1.60.1 running in Ubuntu!

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    • #3
      I'd buy that

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      • #4
        Great work PrimeviL! No need of indulgence here!

        In complete respect of the original design. Smooth and subtle enhancement.
        Like Starbuck's Idbase texes, your armors are just sweetness to my Quake eyes!

        And now, how about aplying this talent of yours to... all the monsters? :d

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        • #5
          and weapons

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          • #6
            Currently, I think Moon[Drunk]s, though not fully finished, is a great v_weapon retex work...

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            • #7
              I tried those on darkplaces and the shotgun was all wierd. I'll look into it when I have time I agree those are nice.

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              • #8
                Moon[Drunk]s weapons work on EZQuake / FuhQuake (such as PrimeviL armors, btw!).
                On DP, didn't try, but they probably need some size/file type conversion...

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                • #9
                  Firstly, sry for my bad english 'cose i'm a froggie frenchie, \o/
                  Secondly, ty for ur support ! Up2nOgOoD [ROCK] has contacted me to add my armor skins in qrp.

                  @JohnXmas & Canadian*Sniper : Yay, i've planned of reskinning all weapons/monsters/projectiles and some game elements too (keys/torch...). I'm going to look how works DP and to make compatible skins with it
                  Last edited by PrimeviL; 05-31-2007, 07:12 AM.

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                  • #10
                    Originally posted by PrimeviL View Post
                    Firstly, sry for my bad english 'cose i'm a froggie frenchie, \o/
                    Some of the best Quake stuff came from France :d CMC, Event Horizon and that big castle JPL made come to mind. :d

                    I'm going to look how works DP and to make compatible skins with it
                    They almost certainly are already compatible, but the file names need changed to be compatible with DarkPlaces.



                    armor.mdl_0.png = green armor texture
                    armor.mdl_1.png = yellow armor texture
                    armor.mdl_2.png = red armor texture

                    FuhQuake/EZQuake/JoeQuake/Qrack all use the same naming convention. DarkPlaces and some of the other engines use a convention similar to Tenebrae's.

                    As far as I know the DarkPlaces convention isn't documented anywhere (except somewhere buried in this forum) but I converted all of the the Quake Remodelling Project's textures and stuff to the DarkPlaces convention and it is in a pk3 file DarkPlaces format PK3 so anyone who wants to see the folders.

                    For DarkPlaces, weapon and model textures go into c:\quake\id1\progs rather than c:\quake\id1\textures (or the numerous equivalent places).

                    Those look very nice, PrimeviL.
                    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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                    • #11
                      ooooo so I HAVE seen you before! I remember browsing through a bunch of european quake sites and happened to drop into a thread about your axe. I must say, smashing job!

                      and Baker, been there done that you try you tell

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                      • #12
                        Originally posted by PrimeviL
                        weapons/monsters/projectiles and some game elements too (keys/torch...)
                        Great! :d

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                        • #13
                          Hey im kinda curious how I could go about retexturing things myself in quake? Could someone give me some tips or tools they use?
                          QuakeOne.com
                          Quake One Resurrection

                          QuakeOne.com/qrack
                          Great Quake engine

                          Qrack 1.60.1 Ubuntu Guide
                          Get Qrack 1.60.1 running in Ubuntu!

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                          • #14
                            @Phenom : I use Qme for export the skin, Photoshop for texturing and a 3D viewer : Milkshape... Maybe i would make a tuto soon.
                            Last edited by PrimeviL; 05-31-2007, 07:11 AM.

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                            • #15
                              looks boss. Do you mind posting the link to the other site(s) were you introduced the new quake axe? I'd like to check that thread

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