Delete Me
Announcement
Collapse
No announcement yet.
Q2E-Resurrection
Collapse
This topic is closed.
X
X
-
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
MontyMr.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
-
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.
Comment
-
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
-
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
-
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
-
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.
Comment
-
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.
Comment
-
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! =)
Comment
-
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
Comment
-
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 } }
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
Comment