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Quake Revitalization/Retexturing Project official release (preview)

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  • #16
    Hello

    thanks alot for all your hard work Moon[Drunk] and My-Key.

    the set came out looking really good

    i only used rygels set for a few weeks until i saw your textures with norms ingame.

    i hope you're working on the mission packs textures because they need it.


    regards.

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    • #17
      I've been using DirectQ for SP since I found it in December, it runs amazingly (great work btw MH). I downloaded this texture pack and the normal pack (which I found later isn't supported in DirectQ atm T_T), but seeing as I'm playing on an Acer d250 netbook the standard pk3 texture pack loads horribly slow. I think it took more than a minute to start the first demo. =/

      So I took a look around and found MH's post about replacement textures. First thing I did was un-pk3 the pack, it cut the load time maybe in half. Then after further reading I went and found nVidia's legacy DDS utilities, then processed all the TGA's into DDS files. This cut the load time in half again. Or so. So, I'm quite happy with the amazing increase in texture quality, and the loading speed I managed. =D Great work guys.

      But I've got a couple questions, more towards MH prolly. While I was reading through nvDXT's options I spotted -nomipmap and decided to go with it since I didn't know whether or not DirectQ supports that option of DDS files. Converting all the TGA's took prolly 3 or so hours and DirectQ runs with the textures in DDS without MIP maps. First question is, obviously, would DirectQ have used the processed Mip maps, and would that affect loadtime and/or rendering speed? Secondly, are you familiar with nVidia's nvDXT.exe (or nvDXTlib), and if so do you have recommendations on processing options?

      While writing out this post I looked up what exactly MIP maps are. I'm a newb... but I DO go out to learn what I don't know. =P So with a bit of math I think a Mip mapped file would add about 1/3 the (file?)size on top of a non-MIP mapped file. So, load times may be a bit longer, though if supported by the engine should help increase rendering speed.

      I did notice something interesting during all this. The DDS files while already 1/3 the size of the original TGA's also compressed WAAAAY better than them too. With the TGA's I got to about 30% size (somewhat under the total size of the DDS's). Compressing the DDS files brought it further down to about 15% of the DDS size. All compression was done with 7zip for backing-up.
      TGA's uncompressed - around 770MB
      TGA's compressed - about 230MB
      DDS's uncompressed - around 257MB
      DDS's compressed - about 40MB

      I thought that was amazing, and almost contemplated re-PK3-ing them... but decided to stick with my decent load times instead of a ridiculously small texture file. (for this I would have used standard zip, since I'm pretty sure a 7z-renamed-to-pk3 would be... awkward at best)
      Last edited by kkaden; 01-24-2011, 07:06 PM. Reason: edit due to bad math =P "about twice the size" used 1/2 instead of the 1/4 it should have been in the mipmap equation

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      • #18
        Ok, I reprocessed the TGAs with nvDXT's default MIP mapping. The MIP maps did add 1/3 of the total files size of the non-MIP mapped DDS's.

        So the filesize goes up, but interestingly DirectQ loads faster than without the MIP maps =D

        [remove crappy lack of table features here]

        So... I guess this is conclusive to DirectQ supporting MIP maps in DDS textures, though I would still like to hear from MH on this, and about any further optimization possibilities.
        Last edited by kkaden; 01-26-2011, 02:01 AM. Reason: there was a [non-table]table of info detailing differences in load time between -nomipmap'd and default MIP map'd images

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        • #19
          DirectQ uses Direct3D instead of OpenGL so it has much better native support for DDS than most other engines. It really should be the default format IMO, and it's perfectly possible to load a DDS file in OpenGL (Doom 3 does it).

          Compressed textures normally run faster than uncompressed because they're smaller; less overhead in moving them from normal video memory to the texture unit for rendering. DDS files are compressed so they will run faster.

          DDS files are also smaller than TGA so they do also load faster.

          PK3 files are basically zip files. DirectQ's handling of them is a little primitive; it uncompresses the file to your temp folder then reads as normal from the uncompressed version. This is always going to be slower than just reading uncompressed data. I intend rewriting the file I/O interface for RMQ, adding a layer of abstraction that handles this better, and it's probably going to be ported to DirectQ too. It's not really high priority at the moment though.

          I've no idea about the nvDXT stuff; I did all my development work and testing for DDS support using Microsoft's tools.
          IT LIVES! http://directq.blogspot.com/

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          • #20
            I just downloaded the Item texture pack, after the ~400MB downloads for the map textures and normal map textures, I completely forgot to download the item pack =P Amazing work on these, can't wait to see a complete pack =D And if you plan on MP1 and MP2 that'll be sweet

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            • #21
              Thank you guys, awesome work.
              Sorry if my english isn't clear, is not my native languaje.

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              • #22
                just grabbed the retexture pack; awesome work guys, very faithfull to the original yet brimming with new detail! great stuff, many thanks

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                • #23
                  I'm downloading them right now! Can't wait to see them I.R.T.
                  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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                  • #24
                    Amazing work.. GLPro ftw though.. don't want to kill my FPS

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                    • #25
                      For whatever reason my FPS only got a minor drop when using the textures. When using Seven's lava, water, teleporter + my content and maxed out (without these textures) - I'd get 40ish FPS
                      With these I get 35ish

                      However due to me being on low FPS to start with - may not be as noticable. However Quake really only needs 60 as is.

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                      • #26
                        Awesome work. Thank you!!

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                        • #27
                          awesome pack and faithful to the original feeling... thanks!
                          In time, Fire will fade ... and only Dark will remain

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                          • #28
                            i love these textures really good job.
                            Last edited by seanstar; 06-29-2012, 05:40 AM.

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                            • #29
                              edit
                              Last edited by seanstar; 06-29-2012, 05:40 AM.

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                              • #30
                                Looking good Sean!

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