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  • #76
    Wow, new textures

    if you need a texturer, i can help you when i finish my own Hexen2 retexturing project.

    I can use QRP textures to create your new textures in line with them, so you can easily have an "hires" pack for RMQ

    why you decided to not include any RTLIGHTS in RMQ?
    Last edited by inkub0; 10-07-2010, 06:51 AM.
    Ia! Ia! Shubb Niggurath!


    "Not dead is what forever can wait" (HPL)

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    • #77
      Originally posted by inkub0 View Post
      Wow, new textures

      if you need a texturer, i can help you when i finish my own Hexen2 retexturing project.

      I can use QRP textures to create your new textures in line with them, so you can easily have an "hires" pack for RMQ

      why you decided to not include any RTLIGHTS in RMQ?
      It would be great to have hi-res textures based on QRP. Actually, this is something I had been thinking about for a while now - use QRP as a base for missing textures - but I haven't talked about it because it seemed a daunting task and some maps (outside of episode 1) use completely different / new textures.

      Your Hexen 2 work is very good. So yeah, I guess I'm interested in your offer, and the rest of the team might be interested as well. It would be very cool to have such a good texture artist on the team! :-)

      The extra textures from RMQ could be released as an add-on pack for the QRP.

      It's not urgent though, since RMQ will probably take at least two more years to be finished, probably more.

      However, a lot of the modified textures are already in place. A good place to start might be the deathmatch maps, because multiplayer is relatively far along.

      Why we haven't done rtlights: The reason for this is the project's history. It was started by ijed and me, and both of us are mappers and the engines many mappers use (Fitzquake, AguirRe's engine...) didn't support realtime world lighting. It is not common for Quake 1 mappers to design their levels with rtlights in mind, since their target engine is usually Fitzquake.

      Until we started our own engine, which thankfully mh is coding now, half the team probably used Fitzquake. The RMQ engine is based on Fitzquake 0.85 (huge map support / protocol 666), and new stuff is now added on top of that. While mh could probably add realtime light support, I don't think everybody in RMQ would want that. Such things are usually decided by the (core) team in a somewhat democratic fashion. I doubt there will be a majority for rtlights - every mapper would have to relight their existing maps as well.

      I guess we simply didn't think this far when we started. In the beginning, it looked like a sort of Quoth + maps that would run in Fitzquake. It changed very slowly (when we started to have real coders and modellers on the team) to look more like a huge, Nehahra-type mod.

      We have talked about new bsp formats lately, but haven't decided yet. What we have pretty much decided is that we will eventually include hi-res (skins, textures, icons, hud, in one way or another), probably after there is a working CSQC implementation in the RMQ engine to allow us to do a proper HUD and inventory thingie (of some sort) and ingame icons.

      Those are some huge tasks. So it will take a lot of time until there is a release (hence we do demos sometimes).

      I can ask the team about the idea of rtlights, but I don't think we'll do it. For now, at least. I could imagine us releasing rtlight files along with the final package, possibly, or "hiring" someone to do those, but that is a long way off.

      mh probably has an opinion about rtlights as well.
      Scout's Journey
      Rune of Earth Magic

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      • #78
        I think the best way is to "hire" somebody who loves RTLIGHTS and can create them
        as you said, your mappers are not great supporters of RTLIGHTS, but maybe another mapper can do it for you.
        What about Romi ? the guy who did rtlights for quake? is he alive?
        Ia! Ia! Shubb Niggurath!


        "Not dead is what forever can wait" (HPL)

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        • #79
          Let me give you a link with information about what this genius, called Romi, did: klick

          It�s like playing chess: A minute to learn, a lifetime to master.

          Unfortunately I cannot find an old link about an interview with Romi and what he did.
          But the above link comes close to it.

          It is a shame, that his site is no longer available...
          Even Spirit, the person with the biggest Quake data base on earth, doesnt have all
          the jewels, which maybe are lost forever.

          I think, after reading above link, it will be more clear what rtlights is all about

          Seven

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          • #80
            Dammit, I just lost a whole post because I had to re-login.

            Admins: Unlike others, I think before I finally post, so it takes longer to write a message. It can take 15 minutes to write a message easily for me, sometimes more. Why is there such a short timeout? This stinks.

            I'll have to make it short.

            Thanks for the link. I'm aware of the possibilities, but we have to weigh the benefit against several other factors, such as how many engines will support it. We can hardly tell everybody "Your engine now has to support rtlights!". They would sure love that.

            We are discussing this stuff atm, internally, and we might put rtlight files into an eventual "optional content" pack, released alongside the main project.

            Why mappers are the best person to do the rtlights file:

            1) They know where every single light source is (or should be) in their map.

            2) They can ideally design the level with rtlights in mind, which is how it should be done (compare Doom 3). A "hired" person cannot do this.

            Another thing we might have to do is look at a cooperation with people who make monster skins. However, just as with the QRP textures, RMQ uses a) some new monsters, and b) lots of grunt/enforcer/ogre/knight etc. modifications with their own skins, PLUS a certain amount of boss monsters.

            So some extra skins would have to be made, same as with the textures.
            Scout's Journey
            Rune of Earth Magic

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            • #81
              I hope that QRP people will help you!

              they are great in texturing and new monsters with that kind of skins in RMQ will be great!
              Ia! Ia! Shubb Niggurath!


              "Not dead is what forever can wait" (HPL)

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              • #82
                Guys, do you have any plans to release 2nd single player demo soon? When?
                Last edited by AAS; 12-08-2010, 12:13 AM.

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                • #83
                  Yes, hopefully before Xmas.

                  I know I will regret saying this. I hope we can make it in time.
                  Scout's Journey
                  Rune of Earth Magic

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                  • #84
                    I remember reading on the blog that the next update will provide a good deal of stuff for mappers. Is this still true for the next demo?

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                    • #85
                      Here are some comparison shots of the new and old E1M2, Castle of the Damned:

                      Click

                      No rtlights or anything like that, only the QRP textures and hand-tweaked colored lighting
                      Scout's Journey
                      Rune of Earth Magic

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                      • #86
                        Aaaaah, one of the real engine-crushers.
                        IT LIVES! http://directq.blogspot.com/

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                        • #87
                          Very nice shot.
                          Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

                          So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

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                          • #88
                            Kinda wanting to put the 400 knights in this one.
                            Scout's Journey
                            Rune of Earth Magic

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                            • #89
                              400 knights

                              I could put them to good use:
                              WARNING
                              May be too intense for some viewers.
                              Stress Relief Device
                              ....BANG HEAD HERE....
                              ---------------------------
                              .
                              .
                              .
                              .
                              .--------------------------

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                              • #90
                                hahaha, nice

                                yeah, sadly we don't really have a solution for the sliding on bbox thing yet. It is pretty crappy IMO. I remember there were some caveats when trying to remove that.

                                Looks like knights are too stupid to attack upwards?
                                Scout's Journey
                                Rune of Earth Magic

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