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Quake Revitalization/Retexturing Project official release (preview)

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  • #31
    You will also create a normalmap for it? ^^
    Authentic Models Pack
    OriOn's ID1 Model Fixes for MP1+2
    LIT/VIS files for Quake addons

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    • #32
      edit
      Last edited by seanstar; 06-29-2012, 05:39 AM.

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      • #33
        edit
        Last edited by seanstar; 06-29-2012, 05:39 AM.

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        • #34
          Sean,
          I like the contrast you have in the next to last shot between soft textures on the floor and more sharp textures on the rock column against the wall.

          Regards
          Last edited by gdiddy62; 11-28-2011, 08:10 AM.

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          • #35
            Have a note for the guys behind this awesome project:
            When I use this pack with the latest stable version of DP it runs fine but when I use it with the autobuild of DP the FPS drops to at least 17
            Doesn't matter if I switch "r_glsl_offsetmapping" & "r_glsl_offsetmapping_reliefmapping" on or off
            Last edited by Ghostbreed; 11-28-2011, 10:00 AM.
            Souvenirs d'un autre monde

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            • #36
              You really shouldn't use latest DP autobuilds... The newest and most reliable autobuild you can use is the one from August 20, 2011. There may be some faster ones, but at least that one has all features implemented and runs definitely fine. LH likes experimenting with things, and it's highly likely that some stuff gets broken in the process.
              Authentic Models Pack
              OriOn's ID1 Model Fixes for MP1+2
              LIT/VIS files for Quake addons

              Comment


              • #37
                edit
                Last edited by seanstar; 06-29-2012, 05:39 AM.

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                • #38
                  I'm not sure the metal should have quite as "sandy" an appearance as the stone. I liked what you accomplished on the stone, but am not as fond of it on the metal. Just my preference Sean.

                  Out of curiosity, how much do some of your softer norms help FPS?

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                  • #39
                    edit
                    Last edited by seanstar; 06-29-2012, 05:39 AM.

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                    • #40
                      I personally think the default QRP normals are a little too strong - stained glass windows now look like a collection of bubbles. Indeed a good normal map should mostly preserve the original texture and only give it an appearance of depth. A good effect is applied with a light hand.

                      Edit: And for goddess' sake, can you use a normal text style for your posts guys, it helps readability.
                      Scout's Journey
                      Rune of Earth Magic

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                      • #41
                        edit
                        Last edited by seanstar; 06-29-2012, 05:38 AM.

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                        • #42
                          These last two look great Sean! Great work!

                          Glad to hear there is no slowdown!

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                          • #43
                            If engines support it you should really consider compressing textures to DXT1 .DDS files. This should make the filesize six to eight times smaller, which saves bandwidth, download times, memory and loading times. Also means, more textures can be loaded into memory at the same time.
                            Using the nvidia DDS compression tools at highest quality setting should result in a texture virtually undistinguishable from it's uncompressed counterpart.

                            This only works well for diffuse and specular maps though, normal maps can't be compressed lossy with block compression without considerable quality loss.

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                            • #44
                              edit
                              Last edited by seanstar; 06-29-2012, 05:38 AM.

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                              • #45
                                M5_5 looks great!

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