Announcement

Collapse
No announcement yet.

Q2E-Resurrection

Collapse
This topic is closed.
X
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • Q2E-Resurrection

    Delete Me
    Last edited by Sza; 03-18-2014, 08:14 PM.

  • #2
    Sorry but I have a bit of a noobie question here.. the textures look amazing and I was wondering if it would be possible to use them with a Quake 1 engine like Qrack, EngineX or FTE? if so, how would one go about doing that? is it a case of putting the appropriately named .tga in Quake\id1\textures\somefolder. I appreciate this is a Quake 2 thread but it would be interesting to be able to use these elsewhere

    Many thanks and keep up the good work, the textures really are quite impressive

    Monty
    Mr.Burns
    "Helping to keep this community friendly, helpful, and clean of spammers since 2006"
    WWW: Quake Terminus , QuakeVoid You Tube: QuakeVoid
    Servers: Quake.shmack.net, damage.servequake.com

    News: JCR's excellent ctsj_jcr map is being ported to OOT

    Comment


    • #3
      fte+dp's offsetmapping has the depth values stored in the _norm texture's alpha channel.
      Alternatively, they can autogenerate a suitable normalmap from a greyscale _bump heightmap, but doing so requires that you have no _norm texture already made.
      r_glsl_offsetmapping 1 to enable in both engines.
      Some Game Thing

      Comment


      • #4
        normal looks good SZA, but perhaps its a bit to strong?

        try making the normal be half the strength it is now? it feels a bit extreme now imo
        .
        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


        • #5
          Ok, I'll bite the bait here Sza. I have to say that on a personal level I'm disappointed, but hey, you make your choice.
          All I can say other than that is the childish drama that I see displayed here on so many different threads on this forum has worn me out. I come here seeking others that enjoy Quake games and have REMARKABLE talents and, unfortunately, I see EGOS on display most of the time instead.
          Two things I've noticed and feel is true:
          1. If you post your work here accept that there WILL be comments that are helpful and others that are not or are hateful. Pure Fact and easy as it happens all of the time. If you can't accept that DO NOT POST YOUR WORK. How hard is that??
          2. Be polite with comments even when others are not. We have BIG issues on this forum with that. Oh well, I'm asking too much I guess?

          We make our own nests , karma or whatever you want to call it. I see here what I expected but hoped would not happen.

          Choices are made and does reflect what we are in the end.

          Comment


          • #6
            Good screens.

            Comment


            • #7
              i have only played a few maps of q2 and that was way back in the day when you get this done im gonna give it a shot. keep up the good work!

              Comment


              • #8
                textures and normals and such looks nice, but your pics are insanely dark i must say

                quake2 was never a dark game at all, its a very bright game
                .
                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


                • #9
                  I am but I don't post here cause I don't want to fight with you just because I may have a suggestion or opinion that you don't like. Actually I was a huge fan of this project. You "scared" me off.
                  http://www.nextgenquake.com

                  Comment


                  • #10
                    Originally posted by Sza
                    Is anybody still interested in updates?
                    Yesss

                    Comment


                    • #11
                      Actually there is another thing you might want to consider. What I'm about to say is not meant to be negative. It is an honest observation. I have to use a comparison to make this point.

                      Talisa remakes content much like you do but, there is one big difference. her goal is not to absolutely recreate the original in every conceivable way. She leaves room for artistic freedom and she is receptive to suggestion and opinions to guide her work. This means that Talisa'a thread promotes people to participate because there is room for input.

                      You are basically exactly recreating textures that already exist in an HD way. You don't really have any room for artistic freedom or suggestions. The very super small itty bitty room that you do have, is cancelled out because you are very good at making textures. So in this thread the ONLY way that people can really participate is to just keep telling you what a great job you do and that gets really old.

                      See what I'm saying? You have cancelled out your own audience because there is only one thing they can say "great job". So, to follow this path you end up with only one result, lots of views and no comments.

                      I want to restate that I am NOT attacking you, being mean, trying to start anything with you - NONE OF THAT. I hope you can see where what I said is very logical. From here you really only have 2 choices - keep strictly remaking EXACT textures in HD and live with the sparse "great job" that will appear here from time to time OR give yourself room for more artistic freedom and allow your audience to give you input.

                      -----

                      To stay relative to your thread:

                      I understand the feel you are going for but, your map is too dark. Even just like maybe 10% brighter would be an improvement without really being bright at all. You have a few screens that have lit rooms with black walls. How is that even possible in a real world situation?

                      And instead of hating me or arguing with me - just give it a shot. My suggestion is not being forced upon you. You lose nothing by considering it.
                      Last edited by MadGypsy; 11-25-2013, 11:50 PM.
                      http://www.nextgenquake.com

                      Comment


                      • #12
                        Keep updates coming please!

                        Interest is there but nobody can comment without you taking offense.

                        We all make our own reputations here. No one makes it for you.

                        Just relax do what you love and create.

                        Comment


                        • #13
                          I'm going to try and restate what Talisa meant. Quake II was not a very dark game at all and it was meant to be fast paced (not being stuck in severely dark shadows and taking your time to kill an enemy). Don't get me wrong, I enjoy some visuals, but realistically I want to dm with less distraction.

                          So I suggest going the way of QRP. You can perhaps release a package that is just strictly 24-bit textures and another one 24-bit + the normal mapping and such. I think the usual player likes to go as far as retextured maps, some md3 models, and nice particles. Not intensive shadowing and real-time lighting.

                          I believe part of the reason certain retexturing projects failed was because they only catered to one audience, when you can cater to both.

                          The players that want to enjoy a dark bump mapped real-time lighting experience vs players who want a nice facelift, but not too far off from the original.

                          Another than that, nice work! =)


                          PLAY QUAKE DODGEBALL!

                          http://www.moddb.com/mods/quake-dodgeball

                          Trickle's VWeps

                          Comment


                          • #14
                            Remove cube map from window (very ugly....) and use refraction .Also our and bq2 materials != q2e materials. I think materials - evil and love hardcoded effects)))))

                            I know you have used q2e and q2b materials and shaders
                            Im dont use q2e shaders and materials. Im use only some shared matrix math. As q2b materials and shaders too

                            Comment


                            • #15
                              q2e materials look like d3
                              i see q2e glass mat
                              Code:
                                  textures/e1u1/wndow0_3
                                  {
                                  	sort medium	// this is a window, so draw after opaque geometry
                                  	noOverlays
                                  	noShadows
                                  	{
                                  		program		heatHaze.vfp
                              
                                  		vertexParm 0	0		// scroll
                                  		vertexParm 1	2.5		// magnitude of the distortion
                              
                                  		fragmentMap 0	_currentRender		// copy the view render
                                  		fragmentMap 1	bumpMap glass/vp1.tga	// normal map for deformation
                                  	}
                                  	{
                                  		map		makeAlpha ( glass/glass1.tga )
                                  		maskColor
                                  	}
                                  	{
                                  		blend		GL_DST_ALPHA , GL_ONE
                                  		cubeMap		env/base1_wndow0_3
                                  		texGen		reflect
                                  		color		0.3 , 0.7 , 0.2 , 0.33
                                  		maskAlpha
                                  	}
                                  	{
                                  		map		glass/outdoor_glass1fx.tga
                                  		blend		filter
                                  	}
                                  }
                              try change to

                              Code:
                                  textures/e1u1/wndow0_3
                                  {
                                  	sort medium	// this is a window, so draw after opaque geometry
                                  	noOverlays
                                  	noShadows
                                  	{
                                  		program		heatHaze.vfp
                              
                                  		vertexParm 0	0		// scroll
                                  		vertexParm 1	2.5		// magnitude of the distortion
                              
                                  		fragmentMap 0	_currentRender		// copy the view render
                                  		fragmentMap 1	bumpMap glass/vp1.tga	// normal map for deformation
                                  	}
                                  	{
                                  		map		makeAlpha ( glass/glass1.tga )
                                  		maskColor
                                  	}
                                  }

                              Comment

                              Working...
                              X