
Here's something new: Adding normal and specular maps to normal Quake.
Low-res textures, higher res normal/specular maps, shadowless rtlights.
You can get semi-decent normal maps out of the vanilla textures, if you creatively apply some Gaussian Blur. The same goes for specular maps.
Diffuse maps: 64x64 pixels, standard Quake resolution (TGA)
Normal maps: 512x512
Specular: 512x512 (might try 64x64 here actually, perhaps)
1 rtlight, shadowless
1 particle flame (FTE particle system)
Specularity has been overdone for demonstration purposes. Uses q3bsp.

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