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def
Joined: 01 Nov 2002
Posts: 70
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br-jediknight-br
Joined: 09 Nov 2002
Posts: 193
Location: Joćo Pessoa - PB - Brasil
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Posted: Sun Apr 06, 2003 2:37 pm Post subject: |
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great work
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Sir Rockwell
Joined: 09 Sep 2002
Posts: 168
Location: Washington, USA
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Posted: Sun Apr 06, 2003 6:46 pm Post subject: |
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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
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Posted: Sun Apr 06, 2003 8:02 pm Post subject: |
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leet |
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dkure
Joined: 26 Sep 2002
Posts: 861
Location: Sydney, Australia
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Posted: Sun Apr 06, 2003 9:13 pm Post subject: |
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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
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Posted: Mon Apr 07, 2003 2:18 am Post subject: |
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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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Posted: Mon Apr 07, 2003 6:41 am Post subject: brick-like wood |
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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
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Posted: Tue Apr 08, 2003 5:29 am Post subject: |
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some nice textures you got there. I SHALL STEAL!!!
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def
Joined: 01 Nov 2002
Posts: 70
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Posted: Tue Apr 08, 2003 10:58 am Post subject: |
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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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Posted: Sat Sep 13, 2003 3:32 am Post subject: |
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is noone ever gonna make cell shaded texture pak?
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
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Posted: Sat Sep 13, 2003 3:48 am Post subject: |
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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
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Posted: Thu Sep 25, 2003 4:26 am Post subject: |
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meez wrote: |
is noone ever gonna make cell shaded texture pak? |
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
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Posted: Fri Oct 03, 2003 5:34 am Post subject: Custom maps? |
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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
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Posted: Fri Oct 03, 2003 10:19 am Post subject: |
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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
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Luke
Joined: 25 Jan 2003
Posts: 408
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Posted: Sat Oct 04, 2003 2:23 am Post subject: |
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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
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Posted: Sat Oct 04, 2003 3:12 am Post subject: |
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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
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Posted: Sat Nov 15, 2003 5:00 am Post subject: |
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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
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Posted: Sat Nov 15, 2003 10:04 am Post subject: |
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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
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Posted: Sat Nov 15, 2003 9:44 pm Post subject: |
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thanks, it was gl_max_size. works with no problem at maxsize 512 now.
must have been the gigantic rune textures |
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