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Quake Revitalization/Retexturing Project official release (preview)

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  • #46
    edit
    Last edited by seanstar; 06-29-2012, 05:38 AM.

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    • #47
      That looks awesome Sean!

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      • #48
        Help me understand this, will these new textures that Sean works on be implemented into the QRP when finished or will it be a so called "version 2" of QRP?
        Souvenirs d'un autre monde

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        • #49
          edit
          Last edited by seanstar; 06-29-2012, 05:38 AM.

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          • #50
            edit
            Last edited by seanstar; 06-29-2012, 05:38 AM.

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            • #51
              Argh, stop your teasing Sean This looks so good
              Souvenirs d'un autre monde

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              • #52
                edit
                Last edited by seanstar; 06-29-2012, 05:37 AM.

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                • #53
                  They look great Sean!

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                  • #54
                    Originally posted by seanstar View Post

                    im making a texture pack for rogue...all moon textures and mods of his with a few of my own...moons textures are very nice so i tried to use all moon textures in my rogue set.
                    Hello Sean,

                    First of all, dont take my post as an offend.

                    I read that you want to release a rogue world texture compilation, which is based on Moon[Drunk]�s available textures.

                    As you know, Moon[Drunk] is currently working on the rogue world textures himself.
                    And you surely know that Moon[Drunk] makes new textures from scratch to make them as faithful as possible.

                    I highly respect and honor his work.
                    I think we should not release a "rogue-compilation" with the usage of his ID1�s, MP1�s and other map-texture packs.
                    In my opinion this would not be fair/respectful towards Moon[Drunk], as we know he is doing a wonderful faithful rogue pack at the moment.
                    It takes its time, because he does new ones from scratch and will modify the ones which look similar.

                    But this is just my personal opinion, I dont know how you think about it.
                    Maybe you understand this point of view.
                    Seven

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                    • #55
                      Hi. I HAD the normal maps working for this mod b4...but then because of some unrelated issue I had to delete my "quake" folder and reinstall everything and now I cant get this working for the life of me!? below is a pic of the guts of my "quake/id1 " folder.(Yes..Its in my 'steam" folder because I originaly bought it on steam and it was already there...also have had it installed by itself in "Programs" too...still could not get it to work again..so moved it back to "steam")..I have several mods installed...don't think there is any compatibility issue with any other mod?. Instructions to install this pack include this:

                      "Note 2! (only applicable for normal map add-on pack in DarkPlaces)
                      If you want to turn on parallax mapping, you need to type two commands in quake's console:
                      � "r_glsl_offsetmapping 1"
                      � "r_glsl_offsetmapping_reliefmapping 1" (this one gives higher quality parallax mapping)

                      I have typed these commands...doesn't work...restarted SP...doesn't work...have also added the lines:

                      "r_glsl_offsetmapping" "1"
                      "r_glsl_offsetmapping_reliefmapping" "1" to my config.....doesn't work. And when I close out of the game those 2 lines are magically deleted from my config? What am i doing wrong? As I said..had normals working b4...see pic 2.



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                      • #56
                        Which DP build do you use? The last official release doesn't have offsetmapping at all, and these cvars don't affect on anything.
                        Try another releases, such as 2011-02-03 or 2011-08-26 autobuilds.

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                        • #57
                          Hello papamac67,

                          I remember that I read a similar issue of yours in another thread.
                          Even though you use the last "stable" DarkPlaces build from 20110628, the config entries you mentioned should NOT be deleted by the engine.

                          You must know, that DarkPlaces will ONLY delete config entries, that have the default settings.

                          You mention in another thread that this strange behaviour seems to be common in your setup.

                          Your screenshot looks a bit like Win7, right ?
                          If so, and if you use the "64bit-only" version of DarkPlaces, the engine looks for the config files in another folder:
                          My Documents/My Games/Darkplaces
                          At least that is what I have heard, cannot test it cause I use XP.

                          If you use the last "stable" DarkPlaces build from 20110628 then FC Zvyozdochka is right. This build has the offsetmapping feature disabled.
                          Please read this post to learn some more things and find download links.

                          The next thing you should do/test is the following:
                          - Start your DarkPlaces
                          - Start a new SP game
                          - Go into console and scroll all the way up
                          - Read the very first line in console to see the "gamebase directory"

                          Then you should check your autoexec file if you have some entries in there that should not be there. Autoexec entries will always override the config.cfg entries.

                          In the end you should read your PM (Private Message in this forum).

                          Best wishes,
                          Seven

                          PS: Oh, and be careful with: r_glsl_offsetmapping_reliefmapping 1, it is a performance hungry beast.

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                          • #58
                            No rig with affordable hardware is able to pull off reliefmapping in DarkPlaces with constantly playable framerates. I really tried, and it looks great, but there are some scenes, especially in combination with water using refraction shaders, which make your framerate drop down close to 1 FPS. At least for a quadcore Core i7/920 (2.66 GHz), 3GB RAM and Geforce GTX 560 Ti (1GB), that's what I have. I doubt LH will ever find a way to make this run smoothly, it's just a very demanding effect. It's nice maybe for showcase screenshots, but for normal gameplay it's a killer.

                            Settings you should have:
                            r_glsl "1"
                            r_glsl_offsetmapping "1"
                            r_glsl_offsetmapping_reliefmapping "0"
                            r_glsl_offsetmapping_scale "0.05"
                            r_water "1"
                            gl_picmip "0"
                            Authentic Models Pack
                            OriOn's ID1 Model Fixes for MP1+2
                            LIT/VIS files for Quake addons

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                            • #59
                              I don't understand why you all are recommending such high offset values.
                              With high value it is not much more “3d” but shape is much less defined with ugly distortions and texture stretches.

                              Edit: Relief mapping handle high offset value better, but as was stated already it will kill your performance.

                              Compare ( view in full size ):
                              r_glsl_offsetmapping_scale "0.02"

                              r_glsl_offsetmapping_scale "0.05"
                              Last edited by _Smith_; 01-10-2012, 08:26 AM.
                              Quake HD: Embrace the decline and have some guilty pleasure with it, or join a club for monocled gentlemen at quaddicted and play Quake the way it's meant to be played.

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                              • #60
                                GeForce 560 can easily handle DP's reliefmapping (which is incarnation of occlusion mappnig) and costs about 100-120$ in my local store.
                                The really bad thing about it is that edges produced with reliefmapping are very "benched", they look alike a stair somewhat. Even with antialiasing on.

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