So, I started a new map for QWTF. It uses Malice textures and of course other variants I created for the opposing team to match. Some were wondering if I'd include 24-bit textures and then it got me thinking. As far as I know, no one has ever attempted to make 24-bit textures for Malice. So, I figure why not? My map has a little over 40 textures. I am using about a little less than 40 if we are only counting the pure Malice textures.
I will update this post as more are added, but three are done so far.

blue_5

awall_4

floor_9
*6/24/2021*

MAP: start

WALL_IRON1

Lwall2

backpack
*6/21/2021*
HD key textures!

b_g_key

b_s_key
*3/23/2021*
I'm happy to see more interest in the project! I've been getting requests to finish it all in Discord mostly
All of the textures for my qwtf map are about done (the map that inspired this project in the first place).
What I think I'll do is release each texture pack by map. Of course, you could just paste the textures into a path like \ID1\textures, but then there is the issue of similar texture names as the vanilla game. I addressed this many years back:
http://quakeone.com/forum/quake-mod-...ing-with-qrack
Either that or I make folders for each map only containing the texture that would conflict with the QRP textures. I feel the ladder is the way to go and that way everyone can enjoy the textures in other maps, even if they are not complete yet. So, upon completing the textures for my own personal map, I will focus on each map one at a time. My first release will be both start and d1, as it may not be too exciting to only release textures for a start map. The cutscenes will be addressed throughout each release. So, stay tuned!

Grass1

Strip1

redwhite

yelblue

*brimst

*bluemss
*3/9/2021*
Some WIP screenshots.

MAP: start

MAP: d1
New textures.

light_2

slight0

Asphalt

floor_11 *UPDATED*

floor_4 *UPDATED*

Lwall1

tech_6 *WIP*

rivdbl_3

rivr_4
I finished a lot of other textures similar to the last two, most of them are just different variations of each other, such as rivr_3 looking like rivr_4 at 90 degrees.
*2/24/2021*

Lwall3

grt_2

techp1

wall1

techdr_3 *WIP*
*2/10/2021*

arrow_1 *WIP*

blue_6

floor_4 *WIP*

floor_10

techp_2
*2/2/2021*

#gamwtr

cliffs
MAP: trickle_ctf1 - Malicious Intent (Unreleased WIP)

Before.

After.


For anyone curious as to why the blue_5 texture isn't seamless at the very bottom, well, that's because the original wasn't either. I guess I just need to decide how faithful I am willing to go.
I will update this post as more are added, but three are done so far.

blue_5

awall_4

floor_9
*6/24/2021*

MAP: start

WALL_IRON1

Lwall2

backpack
*6/21/2021*
HD key textures!

b_g_key

b_s_key
*3/23/2021*
I'm happy to see more interest in the project! I've been getting requests to finish it all in Discord mostly

All of the textures for my qwtf map are about done (the map that inspired this project in the first place).
What I think I'll do is release each texture pack by map. Of course, you could just paste the textures into a path like \ID1\textures, but then there is the issue of similar texture names as the vanilla game. I addressed this many years back:
http://quakeone.com/forum/quake-mod-...ing-with-qrack
Either that or I make folders for each map only containing the texture that would conflict with the QRP textures. I feel the ladder is the way to go and that way everyone can enjoy the textures in other maps, even if they are not complete yet. So, upon completing the textures for my own personal map, I will focus on each map one at a time. My first release will be both start and d1, as it may not be too exciting to only release textures for a start map. The cutscenes will be addressed throughout each release. So, stay tuned!

Grass1

Strip1

redwhite

yelblue

*brimst

*bluemss
*3/9/2021*
Some WIP screenshots.

MAP: start

MAP: d1
New textures.

light_2

slight0

Asphalt

floor_11 *UPDATED*

floor_4 *UPDATED*

Lwall1

tech_6 *WIP*

rivdbl_3

rivr_4
I finished a lot of other textures similar to the last two, most of them are just different variations of each other, such as rivr_3 looking like rivr_4 at 90 degrees.
*2/24/2021*

Lwall3

grt_2

techp1

wall1

techdr_3 *WIP*
*2/10/2021*

arrow_1 *WIP*

blue_6

floor_4 *WIP*

floor_10

techp_2
*2/2/2021*

#gamwtr

cliffs
MAP: trickle_ctf1 - Malicious Intent (Unreleased WIP)

Before.

After.


For anyone curious as to why the blue_5 texture isn't seamless at the very bottom, well, that's because the original wasn't either. I guess I just need to decide how faithful I am willing to go.

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