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SimpleQuake Texture/Model Set (Updated 12.01.04)
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Massa



Joined: 19 Sep 2002
Posts: 196
Location: Germany

PostPosted: Wed Sep 10, 2003 4:39 am    Post subject: Reply with quote

Drugs-Bunny, I (sometimes) like to play with your simplified textures.
But I'm wondering if that has to be done for every map.
Isn't there a way that the engine could do such things automatically?
So that you can set a cvar that enables that simplified view and additional ones to set the colors.
After that it will automatically put those colors on the wall and floor and don't use any texture files.

Would this be possible Cool?

Or is this a totally absurd idea Embarassed ?
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Drugs-Bunny



Joined: 26 Feb 2003
Posts: 94

PostPosted: Wed Sep 10, 2003 5:41 pm    Post subject: Reply with quote

Yeah, that would own. But atm I'm not sure if it can be done. Maybe in the future if fuh adds support for it.
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Telejano



Joined: 19 Sep 2002
Posts: 120

PostPosted: Wed Sep 10, 2003 8:30 pm    Post subject: Reply with quote

Massa wrote:
Drugs-Bunny, I (sometimes) like to play with your simplified textures.
But I'm wondering if that has to be done for every map.
Isn't there a way that the engine could do such things automatically?
So that you can set a cvar that enables that simplified view and additional ones to set the colors.
After that it will automatically put those colors on the wall and floor and don't use any texture files.

Would this be possible Cool?

Or is this a totally absurd idea Embarassed ?


I think not, really. You can copy all textures from /textures/nameofmap to /textures, to force this... but still some textures will miss. *

Other option, engine coding, is adding RScripts support, and write a rscript to force the same texture for the missing textures. But shaders make rendering path a nightmare, a pain, and a very-ugly-buggy-hacky-code-hard-lobotomizecutom stuff. Much easyer can be to copy & paste files and rename copys to the missing textures.

Other option, engine coding..too, is to force a default "simple" texture for missing external texture. This way (with a one line engine hack) you will have a ugly binary that will look very similar to what you need, but with * anyway.
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dkure



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

PostPosted: Wed Sep 10, 2003 9:55 pm    Post subject: Reply with quote

What could also be done is for all the textures of the maps done, to be placed in one directory. Then use map groups for each map using this directory for all the textures.
This also allows for simple textures to be turned of quite easily aswell. When a new texture found that doesn't work, just place another texture in this directory and done Very Happy it effects all maps (in the map group). bit of an ugly hack but works easily.
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JKova



Joined: 05 Feb 2003
Posts: 63
Location: Helsinki, Finland

PostPosted: Wed Sep 10, 2003 9:58 pm    Post subject: Reply with quote

I'd like to have simplequake textures for cmt maps, cmt3 especially. Could this be done easily?
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Drugs-Bunny



Joined: 26 Feb 2003
Posts: 94

PostPosted: Wed Sep 10, 2003 10:30 pm    Post subject: Reply with quote

Dkure; I'd rather make textures for every single map Confused
JKova: Shure, 2secs Wink
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dkure



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

PostPosted: Wed Sep 10, 2003 10:46 pm    Post subject: Reply with quote

mine was a response or sort of a hack to massa Very Happy

but yes, maps defentialy do look better when they are textures are made just for that map, or the right textures have the apporiate color changes.
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Mick



Joined: 05 Apr 2003
Posts: 151

PostPosted: Wed Oct 22, 2003 3:02 am    Post subject: Reply with quote

I have added some maps to drugs blue and white texture map pack
REMOVED
Feel free to use it in ur pack drugs-bunny


Last edited by Mick on Wed Nov 05, 2003 2:37 am; edited 1 time in total
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deurk



Joined: 14 Sep 2003
Posts: 136
Location: Paris, France

PostPosted: Tue Nov 04, 2003 6:19 pm    Post subject: Reply with quote

Great job!! It's looking better and better each time I review this topic!
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meez
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PostPosted: Wed Nov 05, 2003 2:14 am    Post subject: Reply with quote

what ever happened to that texture making guide for simple textures? i know its here somewhere but the question is where (AND YES I HAVE USED DAMN SEARCH!)
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Mick



Joined: 05 Apr 2003
Posts: 151

PostPosted: Fri Nov 07, 2003 8:39 pm    Post subject: Reply with quote

The Simple Map Textures will soon be updated in different colors
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Drugs-Bunny



Joined: 26 Feb 2003
Posts: 94

PostPosted: Mon Nov 24, 2003 12:45 pm    Post subject: Reply with quote

I will make a tutorial once I have the time
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molgrum



Joined: 21 Nov 2002
Posts: 51
Location: Sweden, Skåne

PostPosted: Mon Nov 24, 2003 6:31 pm    Post subject: Reply with quote

One idea is that you choose as many colors as you want, for example I choose blue, gray and red. Then the engine will go through the list of textures and make the first texture entierly blue, the second entierly gray, the third red, the fourth blue, fifth gray, sixth red, and so on.
Would that be possible? It could be a really nice feature I think.
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meez
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PostPosted: Tue Nov 25, 2003 4:16 am    Post subject: Reply with quote

maybe... but would look shit probably... wouldnt look organized right...
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molgrum



Joined: 21 Nov 2002
Posts: 51
Location: Sweden, Skåne

PostPosted: Tue Nov 25, 2003 8:46 am    Post subject: Reply with quote

meez wrote:
maybe... but would look shit probably... wouldnt look organized right...

Why not?
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Spike



Joined: 19 Apr 2003
Posts: 144

PostPosted: Tue Nov 25, 2003 10:44 am    Post subject: Reply with quote

molgrum wrote:
One idea is that you choose as many colors as you want, for example I choose blue, gray and red. Then the engine will go through the list of textures and make the first texture entierly blue, the second entierly gray, the third red, the fourth blue, fifth gray, sixth red, and so on.
Would that be possible? It could be a really nice feature I think.


Not randomly generated?
Or based on a colour list read in from a file and checked against each texture name possibly on a per map basis?

I suppose randomly generated would probably look slightly wrong.
eg green floor with red walls and pink ceiling.
talk about clashes!
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thrazz



Joined: 15 Sep 2003
Posts: 9
Location: Zaragoza (Spain)

PostPosted: Tue Nov 25, 2003 11:27 am    Post subject: Reply with quote

it looks nice, but i wonder which enemyskins and cfg tweaks do u use because it looks too bright and "dirty" (i mean not as clean as ur screenshots) for me :/
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Mick



Joined: 05 Apr 2003
Posts: 151

PostPosted: Tue Nov 25, 2003 6:48 pm    Post subject: Reply with quote

GL Fuhquake with up to date GFX card with newest driver

Config

DM4:


Basewalk:

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Last edited by Mick on Wed Nov 26, 2003 12:27 am; edited 2 times in total
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molgrum



Joined: 21 Nov 2002
Posts: 51
Location: Sweden, Skåne

PostPosted: Tue Nov 25, 2003 11:51 pm    Post subject: Reply with quote

Spike wrote:
Not randomly generated?
Or based on a colour list read in from a file and checked against each texture name possibly on a per map basis?

I suppose randomly generated would probably look slightly wrong.
eg green floor with red walls and pink ceiling.
talk about clashes!

Hmm, how about you can list textures with a command and with another command you can assign a color to them?
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Drugs-Bunny



Joined: 26 Feb 2003
Posts: 94

PostPosted: Thu Nov 27, 2003 12:32 pm    Post subject: Reply with quote

what we could do is make textures for as many maps as possible and when they are all done we just use color replacer and replace blue and grey with 2 other colors. and just follow the pattern of keeping one color for blue and one for grey, that way the colors will look better together. Instead of a random pattern.
Anyway, as soon as I'm done with a few more maps I'll start on a new color scheme. I'm getting help from zfl-mick too now so this should go quick Smile
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