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Quake Revitalization/Retexturing Project official release (preview)

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  • #61
    I've just made quick test of my HD5870 and I've got 20-40 fps in places that are performance bottlenecks.

    Given nvidia cards are usually faster in openGL it should be in playable fps range on GTX560 but rather not constant 60fps.

    Other thing is that even without distortions I still prefer this effects not exaggerated and with value 0.02 – 0.03 difference is almost not noticeable.
    But that is a matter of personal preference.

    My point was, without reliefmapping, offsetmapping creates distortions with high offset value.
    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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    • #62
      edit
      Last edited by seanstar; 06-29-2012, 05:37 AM.

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      • #63
        I am not suggesting 'proper' value to anyone. I've just wanted to show that there is a tradeoff.

        I used 0.02 value in my example only because it is highest value which do not give visible to me distortions at all, so it was clearly visible what I am talking about.
        Last edited by _Smith_; 01-10-2012, 10:47 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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        • #64
          Well, my rig just can't handle it, especially with water shaders and lightbeam effects (which cost quite some FPS already on their own). Anyway, reliefmapping looks awesome, and I hope one day I can keep it activated all the time.
          Authentic Models Pack
          OriOn's ID1 Model Fixes for MP1+2
          LIT/VIS files for Quake addons

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          • #65
            edit
            Last edited by seanstar; 06-29-2012, 05:37 AM.

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            • #66
              Please post these as I'd like to try them Sean!

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              • #67
                Hi gdiddy

                i'm just testing them right now and if they look good i will post them...but if not then, maybe not till next week. i'm trying to focus on finishing the eight skins by this friday.

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                • #68
                  Cool! If I might make a suggestion, take some of the gloss off of the first (top) door. The bottom door looks gnarly!

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                  • #69
                    yes i agree with you gdiddy the gloss is way to strong on that one...it's only a test run

                    i do like it glossy myself but i use gloss mode 1 for darkplaces.


                    regards


                    Sean

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                    • #70
                      edit
                      Last edited by seanstar; 06-29-2012, 05:37 AM.

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                      • #71
                        Wonderful texture, Sean.

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                        • #72
                          Pent door looks good.

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                          • #73
                            they look great sean. but question...what are they meant for?
                            like replacements for existing door textures in ID1 or such?

                            cuz they dont look like any doors i know



                            cuz if thats the case i most likely wont use them, cuz i prefer to keep the original doors in my quake,
                            and wouldnt wanna have them replaced with doors which look completely different
                            .
                            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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                            • #74
                              Very nice!

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                              • #75
                                Can sum1 plz help me? I just installed the QRP textures for Quake and SOA and deleted the Rygel Ultra textures. But my game doesn't look anything like the screens on the site. The textures are there but the lighting is not! For example, the second screenshot for SOA, the one with the "cross" in the center, I have no illumination from the blue glass on the walls and no yellow light on the walls from the fire. I mean the yellow is really minimal and the blue is absent and also the shadows are all not there. Also, the "level end" platform has no red illumination. These are just some of the examples. In short, there is no real lighting effects present. Do I need some newer version of DP? What can I do to fix this? Thnx...
                                Last edited by lucky88shp; 06-22-2012, 01:19 AM.

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