Things
#12608 posted by - on 2015/09/27 04:39:05
Babel Tower
#12609 posted by adib on 2015/09/27 05:12:10
I love this kind of design, you can't go wrong with it. Looking forward to play.
On a side note, I'm still amazed by how people here love texture mode GL_NEAREST_??, the "pixelized crap", like someone named it. You are conservative folks.
Pixelized Goodness
#12610 posted by erc on 2015/09/27 05:27:10
Won't play any Q1/Q2-engined game in any other mode. Hell no.
#12611 posted by Rick on 2015/09/27 05:42:51
I think I was the one that said "pixelized crap".
The way I see it, Quake was a pioneering game in the world of hardware accelerated 3D graphics with texture filtering. Why use that capability to emulate the appearance of archaic software rendering?
I know a lot of people disagree, and that's fine. It's a personal choice, kind of like whether you want to run Windows 10 and be spied on by Microsoft or not.
Erm
#12612 posted by Kinn on 2015/09/27 10:08:31
pixelized crap
they are pixel art textures. They are designed to look like that and they look like runny poo when you use blurry filtering.
#12613 posted by JneeraZ on 2015/09/27 11:03:30
"The way I see it, Quake was a pioneering game in the world of hardware accelerated 3D graphics with texture filtering. Why use that capability to emulate the appearance of archaic software rendering? "
Because that's what the art was authored for. Blurring it removes the charm and character from the textures.
Rick
When I played Quake I played it software mode. I played the game with a 3dfx card but even when I had one I still preferred the blocky textures. Also GL mode had rubbish lighting because it lacked overbright.
#12615 posted by Kinn on 2015/09/27 11:28:26
"The way I see it, Quake was a pioneering game in the world of hardware accelerated 3D graphics
Actually, GLQuake was rife with all sorts of graphical glitches and compromises that made the game look a bit rubbish compared to the original software version. Please don't point to GLQuake when making an example of what Quake was designed to look like :)
#12613
You are a wise man.
#12613
You are a wise man.
#12618 posted by adib on 2015/09/27 21:34:24
Why use that capability to emulate the appearance of archaic software rendering?
People is answering: "because it's archaic art". What surprises me is that more people would be largely using Q3 textures to map for QS or MarkV, but most of you rather stick to traditionals.
#12619 posted by Kinn on 2015/09/27 22:13:05
People is answering: "because it's archaic art". What surprises me is that more people would be largely using Q3 textures to map for QS or MarkV, but most of you rather stick to traditionals.
This is not really any different to the "more polys = betterer" "argument".
Open up any Sock map. Note how awesome the texturing is, and how the low-fi textures compliment the low-fi architecture and the low-fi monsters. Once you start randomly adding hi-res to certain aspects of the game and not others, the cohesion just breaks down.
#12620 posted by Joel B on 2015/09/27 22:28:49
Yeah, I mean obviously you can set up Quake to look however you want, but just in service of explaining why I myself like to disable texture filtering I'd say the same things as Warren/Kinn. The game's visuals were designed a certain way, and while that doesn't mean it's immune to improvement, it does mean that changing certain things may "break" its look by making it less harmonious.
On a similar note that's why some things about the look of Unreal/UT rubbed me the wrong way. I like those games _a lot_ and am only teasing if/when I get involved in the "Quake vs. Unreal" wars, but I always thought they tried to do too much with texture detail for the level of geometry detail that they had available. It's probably at least partially just because I imprinted on Quake first, but I always thought it had a very nice match between its chunky geometry and pixelly/impressionistic textures.
Unrelated P.S.: negke is playing some cool Than maps right now on twitch.tv/negke
More Resolution = More Freedom
#12621 posted by adib on 2015/09/28 01:42:10
Just for the record, I've seen amazing things people here do using 1996 textures. Scampie just posted some.
#12622 posted by Lunaran on 2015/09/28 02:22:41
more resolution is not more freedom.
I have fun making content for this game rather than doom3 or unreal4 because I can spend as long on an entire quake level as one model in those engines.
#12623 posted by - on 2015/09/28 03:08:33
Sock's mod has a nice alias prebinded: 'pixels'. It lets you switch between crisp textures or blurred textures simply without having to remember the obscure GL_WHATEVER_MODE_SETTING command, so you can all set it to whichever you prefer.
#12624 posted by necros on 2015/09/28 13:31:06
More resolution is more work, nothing more.
Go Bind
#12625 posted by erc on 2015/09/28 16:08:08
alias filter1 "echo Point Sampling -OFF-; bf; gl_texturemode 6; r_particles 1; bind F1 filter2"
alias filter2 "echo Point Sampling -ON-; bf; gl_texturemode 3; r_particles 2; bind F1 filter1"
bind "F1" "filter1"
Lol
#12626 posted by Lunaran on 2015/09/28 16:18:49
the 'bf' is a nice touch
"shazam! pixels!"
#12627 posted by Lunaran on 2015/09/28 16:21:24
let's make it a powerup you pick up in game. 30 seconds of pixel-vision, and you can jump twice as high.
#12628 posted by adib on 2015/09/28 16:52:06
Hi-res Minecraft powerup!
My New Dm Map Im Working On
#12629 posted by foogs on 2015/09/29 03:28:39
http://imgur.com/a/qoq41
not a whole lot to look at without textures / detailing. just working on the layout. might inspire someone with the basic architecture though
Inspiring
#12630 posted by adib on 2015/09/29 21:03:48
Looks like it will be a really nice DM map. Love arenas.
What QuakeWorld client is this?
Preview
Fifth
#12632 posted by adib on 2015/09/29 22:00:01
This and #12560 are the same? It's evolving really nice. These screenshots are beautiful. Again, you guys squeeze sweet juice from these textures. Kudos.
|