Awesome, thanks.
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QRP MP1/SoA add-on release!
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Wow awesome stuff Moon Drunk, thanks a lot, this will make my playthrough of MP1 much more enjoyable.
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I have discovered some inconsistency in texture design. It seems I found at least one texture from the HIP pack which doesn't fit the ID1 set from the QRP v1.0 set.
It might also be this is a problem within the ID1 pack alone and has nothing to do with the other.
Maybe you folks can fix this, especially before normal maps are made (or, in case this is something from the ID1 pack, just modify the affected texture and provide a new normal map for it).
Maybe also check other textures from that tileset, maybe there are more which don't fit together.Last edited by NightFright; 07-01-2011, 02:15 PM.
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Should be the last map of the first SoA episode, HIP1M4 then (HIP1M5 is the secret level). But I agree with webangel, I think the textures should fit together in general.
OFC, don't get me wrong, the textures are all totally great! ^^ It's just that if you release a complete pack like that, I think it'd be nice if everything really looks as if it belongs together.Last edited by NightFright; 07-01-2011, 03:38 PM.
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The root cause to this is that mappers have used textures from the different variants of tech series to build these maps.
Even though these different sets look alike and have the same kind of 'construction' they still have some differences which in many cases make them look more or less incompatible.
I guess this fact is even more visible now with 24-bit textures than with the original textures. One solution might be to to unify all these different tech variants to one common style but doing so might not still be a good solution in every single case?
Making map specific alternative textures is of course possible but if a texture is made to be ok in one place in the map it could still be out of place in another location!
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Well, it was the only spot where the inconsistency was really obvious. Anything else seems to fit together nicely. Maybe an adapted version of that texture can be made and offered as a separate download. Basically you would only have to combine the two textures, including normalmap.
Something regarding the HUD/items pack:
Is anyone working on the icons for the MP1 weapons and items (Prox Mine Launcher, Lasergun, Empathy Shield, Wetsuit etc)? This is the only stuff still sticking out of the MP1 highres pack which looks pretty much complete otherwise.
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Originally posted by NightFright View PostSomething regarding the HUD/items pack:
Is anyone working on the icons for the MP1 weapons and items (Prox Mine Launcher, Lasergun, Empathy Shield, Wetsuit etc)? This is the only stuff still sticking out of the MP1 highres pack which looks pretty much complete otherwise.
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Cool! Will this also work if I decide to stick to the non-transparent HUD? But mind that it should fit the item pack from the QRP folks - yours seems to be a different style.Last edited by NightFright; 07-04-2011, 02:27 AM.
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This is from JoeQuake, but it works great on Qrack!
http://runecentral.com/joequake/hipnotic_wad.zip
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@NightFright
his HUD does match QRP as they didn't do:
weapon models (they retextured them though, however Ruohis' models are the most widely used due to Rygels pack)
power up models
which his hud mainly focus' on. The armors are different as Seven did a different model. I however do have a alternate replacement for the armor icons that are more closer to the classic armor design (uses Ruohis' armor which is designed after the originals).
The powerups featured in his Hud for the Mission Packs are based off my models and they were made to match QRP - as basically all of the textures used on them actually came from QRP's textures.
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Originally posted by Moon[Drunk] View PostThe root cause to this is that mappers have used textures from the different variants of tech series to build these maps.
Even though these different sets look alike and have the same kind of 'construction' they still have some differences which in many cases make them look more or less incompatible.
I guess this fact is even more visible now with 24-bit textures than with the original textures. One solution might be to to unify all these different tech variants to one common style but doing so might not still be a good solution in every single case?
Making map specific alternative textures is of course possible but if a texture is made to be ok in one place in the map it could still be out of place in another location!
The whole replacement idea only works up to a degree, as seen here. Since the original maps are faulty.
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