Originally posted by Bloodshot
					
						
						
							
							
							
							
								
								
								
								
									View Post
								
							
						
					
				
				
			
		Announcement
				
					Collapse
				
			
		
	
		
			
				No announcement yet.
				
			
				
	
Quake Reforged Project
				
					Collapse
				
			
		
	X
- 
	
	
		
		
		
		
		
		
		
	
	
Comment
 - 
	
	
		
		
		
		
		
		
		
	
	
The issue with that is the shaders on Chthon. You can remove the shader for him by opening the reforged.shader in the scripts folder with notepad and removing the boss.mdl areaOriginally posted by Bloodshot View PostHey guys, I have a problem - every time i try to load E1M7, it get's stuck on Boss.mdl (in
darkplaces) and after a minute crashes with "Mem_alloc: out of memory (alloc at
jpeg.c:627)"
OR the better way - but will result in loss of quality resize all the boss.mdl textures to 50%. I tried mine at 512x512 (as I was getting low fps) and that helped ALOT simply because that single model is loading 32.8mb of TEXTURES at 1024x1024 another thing to do is also delete all of his glow textures as the effect is overall covered by the luma texture - glow just enhances it. Doesn't drop it much. However dropping the res to 512x512 does the best because in reality you made the texture 1/4 of the original and it still looks great.
If you'd like later I could upload that for you.
Comment
 - 
	
	
		
		
		
		
		
		
		
	
	
I have 3 GB (I really have 6 but xp only uses 3 so..)Originally posted by grave_digga View PostNo problem here. How much RAM does your machine own?
Wow, I just looked in the folder and there's 40 textures for the boss.Originally posted by ooppee View PostOR the better way - but will result in loss of quality resize all the boss.mdl textures to 50%. I tried mine at 512x512 (as I was getting low fps) and that helped ALOT simply because that single model is loading 32.8mb of TEXTURES at 1024x1024 another thing to do is also delete all of his glow textures as the effect is overall covered by the luma texture - glow just enhances it. Doesn't drop it much. However dropping the res to 512x512 does the best because in reality you made the texture 1/4 of the original and it still looks great.
If you'd like later I could upload that for you.
It's alright though - i fixed it. I was using the high quality 2048 pack, I just downloaded the 1024 pack and put the boss files from that in.
Thanks for the help guys
							
						
Comment
 - 
	
	
		
		
		
		
		
		
		
	
	
Just butting in here to say the quake reforged skins don't support parallax mapping... this would need a 32-bit normal map where the alpha channel controls the height and they don't want to release them in a 32-bit format because they feel it's too resource consuming. So the world textures in the retexturing project do support paralax\displacement mapping and the reforged skins don't. The normal maps\luma\etc. only affect the lighting of the model not the shape.Originally posted by Seven View PostDo you use parallax mapping ?
It would be cool if they did because for example the faces wouldn't look so flat from the side but they don't and it's up to them what they want to support.
Comment
 - 
	
	
		
		
		
		
		
		
		
	
	
Yeah adding that to these skins would murder even modern PC's. As is they drop FPS a lot. If they added that feature they would have to make 1024 the max and remove the shaders (chthon for example).
I love the Reforged project but I felt they should of made new models and then skin them. Even just smoothed and tweaked the models (triple polycount max - which is still low poly by todays standards). Like said the skins look great facing but see the ogre or grunt for example on the side - face looks bad. However not Reforged's fault but the models
Comment
 - 
	
	
		
		
		
		
		
		
		
	
	
I would agree with this if someone could actually make some decent models with good animations. Unfortunately, I have yet to see such a model come out of the Quake community for the monsters. I think the QF team made the right decision to stick with the official models. This project would have taken years if they also tried to remodel everything. Just look at the Doom community... People have been making models for that game for 10+ years, yet most of them are still garbage. The only decent model maker for that game was Dani J, but he gave up long ago to move onto coding (which I still believe was a huge mistake).Originally posted by ooppee View PostI felt they should of made new models and then skin them.
I would rather see this team complete the remaining skins for the mission packs, followed by the textures. If they start remodeling all the monsters now, we may as well assume it will be completed sometime in 2030.Last edited by Lightning_Hunter; 01-03-2011, 10:44 PM.
Comment
 - 
	
	
		
		
		
		
		
		
		
	
	
I don't agree with that. I have played Quake 2 Berserker and Quake 2 XP, that both have parallax mapping, and both are playable in 1920x1080 with high frame rate.Originally posted by ooppee View PostYeah adding that to these skins would murder even modern PC's. As is they drop FPS a lot. If they added that feature they would have to make 1024 the max and remove the shaders (chthon for example).
Comment
 - 
	
	
		
		
		
		
		
		
		
	
	
Different engines handle differently. I can play UT3 on max and get a decent framerate. Open Unreal 2 (not tournament) - on max I get a LOWER framerate than 3. Engines handle thing differently - and UT2 is 4yrs older than UT3 - if anything I should get a higher framerate in it seeing as UT3 is a FAR prettier game. The UT2 engine was a nice engine but had some issues.
Since Darkplaces is still in beta there's still many issues. Take for example the August build of Darkplaces and the newest build. Use the same config and try each out - you will notice the newest easily has a 5-10% FPS drop.
Comment
 - 
	
	
		
		
		
		
		
		
		
	
	
I don't get what you are trying to prove, sorry.Originally posted by ooppee View PostSince Darkplaces is still in beta there's still many issues. Take for example the August build of Darkplaces and the newest build. Use the same config and try each out - you will notice the newest easily has a 5-10% FPS drop.
Comment
 - 
	
	
		
		
		
		
		
		
		
	
	
Hi guys,
you know, we steadily proceed towards our internal milestones despite of the fact that we miss to provide constant news and updates.
The skins for the severed heads were ready but I don�t know why we uploaded the unfinished ones
 
We�re quite fine with our humble attitude, we don�t claim to remake everything and better than everyone else, also because honestly there�re a lot of more skilled guys out there.
I�ve to agree that having new models to start with would have been fantastic, but we worked with what was available at the time.
Recently we�ve seen the release of a few good new models but I�m not sure it would be a good choice to start skinning for them before we have the complete set. If you�ve been around here enough, you�ve already seen this trend in the past.
For the moment we stick with the old models, mainly because we�ve almost finished all the skins, but -as previously said- we don�t refuse to work on new detailed versions or even create them by ourselves.
Undoubtedly in that circumstance our company of two would not be enough�
I�m the last who desires to defend these cheap-ass quake models, but I think that the skins do a decent job when it comes to support other hi-res content (Rygel�s textures in primis).
We acknowledge that quake is a frantic and fast game where you don�t dance for ages in front of a monster, so the result is *acceptable* in our opinion.
Yup, we�ve also forgot to add the player skin
 
The available version derives from the grunt and use the original model, but a proper skin will be made when I know which new model you use the most.
About the parallax, we�ve made a few tests in the past and the result in darkplaces isn�t that *good* (euphemism)�
Quake Reforged
Retexturing and Reskinning project for Quake, Scourge of Armagon and Dissolution of Eternity
Downloads:
SoA skins
DoE skins pre-release
Comment
 - 
	
	
		
		
		
		
		
		
		
	
	
I support your approach on skinning the standard models. I thinks this provides more varieties and options for people like myself with not-so-fast machines. Thanks for your work, and looking forward to your updated release.Originally posted by Nergal View PostI�m the last who desires to defend these cheap-ass quake models, but I think that the skins do a decent job when it comes to support other hi-res content
Comment
 - 
	
	
		
		
		
		
		
		
		
	
	
hires skins + normals
as far as i remember there are some hires skins with "paralax compatible" normals, but just like nergal said - the result is awful. it's hard to describe it - when you enable offsetmapping, whole skin gets deformed and an illusion of the bumps creates v.e.r.y. strangely looking monster.
Comment
 
 
MSN: 
Comment