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Regeneration : Textures (24bpp High-Res)

 
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def



Joined: 01 Nov 2002
Posts: 70

PostPosted: Sun Apr 06, 2003 1:58 pm    Post subject: Regeneration : Textures (24bpp High-Res) Reply with quote

DM2: extract to -> /quake/qw/textures/dm2/ http://www.planetquake.com/dde/regeneration/regeneration_dm2.zip

http://www.planetquake.com/dde/regeneration/dm2_1.png

http://www.planetquake.com/dde/regeneration/dm2_2.png

http://www.planetquake.com/dde/regeneration/dm2_3.png

http://www.planetquake.com/dde/regeneration/dm2_4.png



E1M2: extract to -> /quake/qw/textures/e1m2 http://www.planetquake.com/dde/regeneration/regeneration_e1m2.zip

http://www.planetquake.com/dde/regeneration/e1m2_1.png

http://www.planetquake.com/dde/regeneration/e1m2_2.png

http://www.planetquake.com/dde/regeneration/e1m2_3.png

http://www.planetquake.com/dde/regeneration/e1m2_4.png

http://www.planetquake.com/dde/regeneration/e1m2_5.png

http://www.planetquake.com/dde/regeneration/e1m2_6.png

http://www.planetquake.com/dde/regeneration/e1m2_7.png



DM4: extract to -> /quake/qw/textures/dm4 http://www.planetquake.com/dde/regeneration/regeneration_dm4.zip

http://www.planetquake.com/dde/regeneration/dm4_1.png

http://www.planetquake.com/dde/regeneration/dm4_2.png



DM6: extract to -> /quake/qw/textures/dm6 http://www.planetquake.com/dde/regeneration/regeneration_dm6.zip

http://www.planetquake.com/dde/regeneration/dm6_1.png

http://www.planetquake.com/dde/regeneration/dm6_2.png

http://www.planetquake.com/dde/regeneration/dm6_3.png


CONSOLE BACKGROUND : save to -> /quake/qw/gfx/conback.png
http://www.planetquake.com/dde/regeneration/conback640x480.png
http://www.planetquake.com/dde/regeneration/conback800x600.png
http://www.planetquake.com/dde/regeneration/conback1024x768.png
http://www.planetquake.com/dde/regeneration/conback1600x1200.png



Credits : In no particular order (everyone contributed in some way)
gnorfy, urgefor, QE1 crew, def, kovaak, yogic


Last edited by def on Thu Oct 09, 2003 3:58 am; edited 9 times in total
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br-jediknight-br



Joined: 09 Nov 2002
Posts: 193
Location: Joćo Pessoa - PB - Brasil

PostPosted: Sun Apr 06, 2003 2:37 pm    Post subject: Reply with quote

great work Twisted Evil Twisted Evil
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Sir Rockwell



Joined: 09 Sep 2002
Posts: 168
Location: Washington, USA

PostPosted: Sun Apr 06, 2003 6:46 pm    Post subject: Reply with quote

Those screenies are really impressive, good work to def and the others. The only problem is, that wood texture, used for the bridge and skylight in the first screenshot, they look like bricks to me. Is that one of the textures that was really hard to reproduce?
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Apollyon



Joined: 05 Nov 2002
Posts: 109

PostPosted: Sun Apr 06, 2003 8:02 pm    Post subject: Reply with quote

leet
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dkure



Joined: 26 Sep 2002
Posts: 861
Location: Sydney, Australia

PostPosted: Sun Apr 06, 2003 9:13 pm    Post subject: Reply with quote

Sir Rockwell wrote:
The only problem is, that wood texture, used for the bridge and skylight in the first screenshot, they look like bricks to me. Is that one of the textures that was really hard to reproduce?


its the same wood texture as pic #4 for that bridge

i think the wood texture looks really nice in #4

the 2 texture that are hard to reproduce i think were the fire breathing thing, and maybe the blue key needed for here texture.
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def



Joined: 01 Nov 2002
Posts: 70

PostPosted: Mon Apr 07, 2003 2:18 am    Post subject: Reply with quote

just to clarify which textures i'm not 100% satisfied with...

1. the red circular glass window texture at the GREEN ARMOR area
2. the gate made of bones at the EXIT AREA

reason: they are quite simply the original textures resized and enhanced using various techniques of sharpening and color fidelity. They are not true "highres" textures done from scratch

3. two pressable buttons at MEGA and GL

reason: they just don't have the feel of the originals despite the numerous tweaking.

Note: If in the future (and this is very likely) these textures will be upgraded, I will make a post and update them within the .zip file. I don't like releasing imperfect work, or something I'm not 100% pleased with, however I do believe there were too many delays in this project (and roughly 95%+ of the work is perfect), and people need something to enjoy in the mean time.
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bambuz
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PostPosted: Mon Apr 07, 2003 6:41 am    Post subject: brick-like wood Reply with quote

I think the problem where "wood looks like bricks" is partly because the wood is quite reddish in colour, but mostly because the gaps between the planks are too white.
Hence you get the idea of red bricks with white mortar between them.

I think it would be sufficient if the white gaps would be made a little darker.. or even remove the "highlights" there totally.
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ForeverIrise



Joined: 05 Apr 2003
Posts: 71
Location: Los Angeles

PostPosted: Tue Apr 08, 2003 5:29 am    Post subject: Reply with quote

some nice textures you got there. I SHALL STEAL!!! Sad
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def



Joined: 01 Nov 2002
Posts: 70

PostPosted: Tue Apr 08, 2003 10:58 am    Post subject: Reply with quote

I fixed the bridge wood texture, removed the highlights and made it look more woodlike. REDOWNLOAD the .zip file please and overwrite your old files in /textures/e1m2/
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meez
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PostPosted: Sat Sep 13, 2003 3:32 am    Post subject: Reply with quote

is noone ever gonna make cell shaded texture pak? Crying or Very sad

Last edited by meez on Sat Sep 13, 2003 4:03 am; edited 1 time in total
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oldman



Joined: 10 Sep 2002
Posts: 636

PostPosted: Sat Sep 13, 2003 3:48 am    Post subject: Reply with quote

def: when's regeneration dm2 coming? really need it to complete the set
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dobbz



Joined: 13 Oct 2002
Posts: 217
Location: SF Bay, CA

PostPosted: Thu Sep 25, 2003 4:26 am    Post subject: Reply with quote

meez wrote:
is noone ever gonna make cell shaded texture pak? Crying or Very sad


yeh im doin dm3 kinda. so far they look more like watercolor and ink rather than toon/comic book stuff, which is what i wanna go for. ill post a screenie somewhere later.
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Traxler



Joined: 21 Sep 2003
Posts: 6

PostPosted: Fri Oct 03, 2003 5:34 am    Post subject: Custom maps? Reply with quote

Any plan on expanding the set to include some custom maps such as aerowalk or ztndm3?
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Luke



Joined: 25 Jan 2003
Posts: 408

PostPosted: Fri Oct 03, 2003 10:19 am    Post subject: Reply with quote

I agree, the two canonical custom maps should have faithful 24bpp textures made for them.
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fuh
Almighty King


Joined: 07 Sep 2002
Posts: 2082

PostPosted: Fri Oct 03, 2003 10:45 am    Post subject: Reply with quote

there's already really nice ztndm3 (faithful) textures done by rare.

Well I like them anyway :

https://fuhquake.net/img/screenshots/maps/ztndm3-1.jpg
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Luke



Joined: 25 Jan 2003
Posts: 408

PostPosted: Sat Oct 04, 2003 2:23 am    Post subject: Reply with quote

Those look like they borrow heavily from the Quake Retexturing project. That is great, as long as the bump maps and stuff are some how factored into the texture before its used in Fuhquake. Otherwise the textures look really flat. Rare's stuff looks good, but a little too flat.
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dkure



Joined: 26 Sep 2002
Posts: 861
Location: Sydney, Australia

PostPosted: Sat Oct 04, 2003 3:12 am    Post subject: Reply with quote

Luke wrote:
Those look like they borrow heavily from the Quake Retexturing project.


Rare does do stuff for the quake retexturing project, so it could look as if they were borrowed, but were really created for both.
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endo



Joined: 27 Aug 2003
Posts: 12

PostPosted: Sat Nov 15, 2003 5:00 am    Post subject: Reply with quote

i get horribly low fps on dm2 with the regeneration textures. around 10-15
fps down the long hallways. doubt its my system, as i can run Q3 or UT2k3
without problems (amd 1800+ GF2 gts)

i have upped the heapsize from 64 to 128 (128000) but didnt help.
is there some other setting that may be needed?
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fuh
Almighty King


Joined: 07 Sep 2002
Posts: 2082

PostPosted: Sat Nov 15, 2003 10:04 am    Post subject: Reply with quote

don't up the heapsize to more than 32mb. Try gl_max_size 256 . then restart map. If that helps then it is your system. Also gl_detail 0.
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endo



Joined: 27 Aug 2003
Posts: 12

PostPosted: Sat Nov 15, 2003 9:44 pm    Post subject: Reply with quote

thanks, it was gl_max_size. works with no problem at maxsize 512 now.
must have been the gigantic rune textures Smile
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