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  • Originally posted by Blood Vengeance View Post
    Uh sorry for late reply
    It's OK, I've been busy learning Trenchbroom. In the future, I may have some contributions of my own in the form of new maps.

    Originally posted by Blood Vengeance View Post
    yes, those programs help you a and skip a lot of steps.
    Good, I'll see what I can do, then. One has to wonder how they do the trick. Guessing the geometry from a flat texture must require some advanced algorithms, and I suppose some textures may be troublesome to get a decent result.

    Originally posted by Blood Vengeance View Post
    I'm almost proud to have created these rtlights
    You should always be proud of your work.
    Last edited by Mugwump; 09-09-2016, 10:00 PM.
    ♪ I'm skiiiiiiinnin' in the pain, just skiiiiiiinnin' in the pain ♪
    ♪ What a glorious feelin' I'm haaaaaaappy again ♪

    Comment


    • Originally posted by talisa View Post
      NOTE: all of these texture-packs require the texture-packs for quake AND both mission-packs from QRP to be present in your ID1 folder
      Uhhh, what? I thought QRP MP1 went into \hipnotic and QRP MP2 into \rogue...
      ♪ I'm skiiiiiiinnin' in the pain, just skiiiiiiinnin' in the pain ♪
      ♪ What a glorious feelin' I'm haaaaaaappy again ♪

      Comment


      • @bfg666
        normally if you only want to play quake and mission-packs, yes

        .

        but if you want to play fan-made maps and/or mods that use textures from the mission-packs,
        you have to copy both texture-packs to your ID1 folder to make them get loaded when playing fan-made maps.

        darkplaces will ALWAYS load everything it finds in the ID1 folder regardless of which mod/map you play,
        so copying both texture-packs to the ID1 folder will make sure they get loaded too when you play any mods and/or fan-made maps

        .

        the alternate option is copying the texture-packs from both mission-packs to the folder of every mod/map,
        but doing this will quickly greatly increase the size of your setup if you have a lot of fan-made maps/mods added
        .
        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

        Comment


        • Originally posted by talisa View Post
          if you want to play fan-made maps and/or mods that use textures from the mission-packs, you have to copy both texture-packs to your ID1 folder
          Oh, so that's why I was still having a few low-res textures in my brand new DP install!

          Originally posted by talisa View Post
          darkplaces will ALWAYS load everything it finds in the ID1 folder regardless of which mod/map you play
          Does this mean that if I have two or more .pk3 in \id1 with different textures sharing the same name, I risk having texture errors? That would be a bummer!
          ♪ I'm skiiiiiiinnin' in the pain, just skiiiiiiinnin' in the pain ♪
          ♪ What a glorious feelin' I'm haaaaaaappy again ♪

          Comment


          • Originally posted by bfg666 View Post
            Oh, so that's why I was still having a few low-res textures in my brand new DP install!
            yes, that would be the reason for still finding low-res textures despite using an HD texture-pack

            a lot of fan-made maps also use textures from the mission-packs,
            and those textures are NOT included in the texture-packs for the maps as they would only needlessly increase file-size of the packs.


            .


            Originally posted by bfg666 View Post
            Does this mean that if I have two or more .pk3 in \id1 with different textures sharing the same name, I risk having texture errors?
            if both textures have the same file-extension than the textures from the texture-pack that gets loaded LAST
            will over-ride any other textures with the same name that are contained in other texture-packs

            however, if one texture is for example a png and the other a TGA, the TGA texture will ALWAYS override the png
            because of the fact darkplaces loads files in alphabetical order making that any TGA files get loaded AFTER png or jpg

            .

            because of the fact darkplaces loads the contents of folders in alphabetical order,
            simply renaming any pk3s can make sure files get loaded and override each other in correct order.

            also, if you load maps from any other folder other then ID1,
            any files found in that folder will ALWAYS override anything found in the ID1 folder,
            which is something you can also use to your advantage
            .
            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

            Comment


            • Originally posted by talisa View Post
              if you load maps from any other folder other then ID1,
              any files found in that folder will ALWAYS override anything found in the ID1 folder, which is something you can also use to your advantage
              So in other words, if I have one of these "problematic" maps, instead of juggling .pk3s and filenames I can just put the .bsp and its associated .pk3 in a separate folder and run it like a mod?
              ♪ I'm skiiiiiiinnin' in the pain, just skiiiiiiinnin' in the pain ♪
              ♪ What a glorious feelin' I'm haaaaaaappy again ♪

              Comment


              • A timely illustration of what we're discussing: I'm playing Coven of Ebony right now (beta-testing BV's RTlights) and having QRP_SoA in \id1 instead of \hipnotic causes some texture errors. I guess, according to what you've said, that a .pk3 in the \coe folder would fix that. Is anyone working on it?
                ♪ I'm skiiiiiiinnin' in the pain, just skiiiiiiinnin' in the pain ♪
                ♪ What a glorious feelin' I'm haaaaaaappy again ♪

                Comment


                • what kinda 'texture errors' are you experiencing?
                  do you have a screenshot of what you are talking about?

                  "texture errors" is way to vague to be able to give you any advice or help on how to fix
                  .
                  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

                  Comment


                  • Screeniez:

                    Second room of coe1: Ebon Church should look like this:
                    http://imgur.com/a/x7cZA
                    as seen on the Quaddicted page:
                    https://www.quaddicted.com/reviews/coe.html
                    but with QRP_SoA in \id1 instead of \hipnotic, it looks like this:
                    http://imgur.com/a/Npzlh

                    I haven't found any other error yet: I'm first gonna play CoE normally, then I'll noclip through it with QRP_SoA in \id1 to look for more errors.

                    Edit: somehow, images don't show up in my post, so I've put URLs instead.
                    Last edited by Mugwump; 09-19-2016, 04:19 PM.
                    ♪ I'm skiiiiiiinnin' in the pain, just skiiiiiiinnin' in the pain ♪
                    ♪ What a glorious feelin' I'm haaaaaaappy again ♪

                    Comment


                    • ah i see....

                      this would be due to the creator of the map using a texture which has the same name as an already existing texture,
                      which would be an oversight from the creator of the texture-wad that the map-creator used

                      .

                      simple (temp) solution:
                      create a folder called 'textures' in the your coe folder and drop this texture in there
                      Zippyshare.com - smwpwin1.tga

                      its a copy of the texture that the map originally uses
                      .
                      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

                      Comment


                      • Thanks, T.

                        BTW, am I hallucinating or has the link to this thread vanished from your definitive HD replacement thread?
                        ♪ I'm skiiiiiiinnin' in the pain, just skiiiiiiinnin' in the pain ♪
                        ♪ What a glorious feelin' I'm haaaaaaappy again ♪

                        Comment


                        • Originally posted by talisa View Post
                          because of the fact darkplaces loads files in alphabetical order making that any TGA files get loaded AFTER png or jpg
                          Not quite correct, Darkplaces does not load texture formats in alphabetical order.
                          It only loads .pk3 file names in alphabetical order.

                          This is the Darkplaces priority order for all supported texture formats:
                          .dds
                          .tga
                          .png
                          .jpg
                          .pcx
                          .wal
                          .lmp


                          As you see, the order is not alphabetical.

                          Comment


                          • ah i assumed texture-formats were also loaded alphabetically cuz i only ever used jpg, npg and tga,
                            and in the past i noticed those 3 seemed to get prioritized by alphabetical order.


                            so i assumed that darkplaces used the same alphabetical loading order for all types of replacement-files
                            (since that seemed to be the case from what i had seen)
                            .
                            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

                            Comment


                            • ARCANE DIMENSIONS - ad_mountain HD V1.0 - Firetop Mountain

                              Gentelmen,

                              the HD pack for Sock�s Firetop Mountain (ad_mountain) is available here:

                              https://www.dropbox.com/s/q7youcrh86..._V1.0.zip?dl=0








                              Installation

                              * Copy the content of the .zip file into the �AD� folder

                              * My previous AD packs are also needed --> see here :http://quakeone.com/forums/quake-mod...tml#post158799

                              * QRP_map_textures_v.1.00.pk3 & QRP_normalmap_textures_addon_v.1.00.pk3 should be present in the "id1" folder.


                              Enjoy

                              Comment


                              • ive added your pack to the list Icaro
                                .
                                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

                                Comment

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