 IdBase Retextured
#2937 posted by starbuck on 2006/03/31 14:13:32
Just to let you lot know what I'm up to at the moment. I recently got the urge to work on high-res versions of the IdBase textures. The idea was to make something that looks almost identical to the originals at a distance, but shows the added detail up close.
I know there are existing attempts to retexture quake, but they are generally of a much greater scope. Here's an in-progress comparison:
http://www.planetquake.com/starbuck/retex/
 IdBase
#2938 posted by Tyrann on 2006/03/31 16:11:49
Nice work Starbuck! I like this much better than the other hi-res textures I've seen as they seem to stray too much from the originals. Yours just makes things look a bit sharper.
 Starbuck
#2939 posted by nitin on 2006/03/31 17:11:33
that looks excellent
 Heh
#2940 posted by bambuz on 2006/03/31 18:00:28
i was staring the first pic for a minute thinking hmm, that really does look like the originals, a bit too much? :D
But yeah, looks good! One thing, should the divots in the metal plates be a bit bigger, like in the originals? Top left.
 First Impressions
#2941 posted by on 2006/03/31 18:11:45
are that it does indeed look better (to me anyway) than most, if not all other attempts that I have seen, which have all looked a bit tacky to my eyes. Yours however don't seem to have that negative quality.
Good you are staying close to the originals, which is prolly why yours look/feel better.
Look forward to when I can actually see them in action.
#2942 posted by Lunaran on 2006/03/31 18:25:56
I recently got the urge to work on high-res versions of the IdBase textures.
hahaha, join the club!
http://www.lunaran.com/files/q4_idbase3.jpg
and now seven people complain about specularity:
#2943 posted by necros on 2006/03/31 19:13:06
omg, waaaa waaaa, specularity!! waaaa...
;)
seriously, nice job, both of you!
starbuck: i like the direction you are going in-- keeping close to the originals like that. i think that's really the best way to go about remaking textures for popular q1 textures, since we're all a little anal retentive that way. :P
lunaran: specularity isn't bad at all, but if you could make it a little less uniform, i think that would help. the bump mapping looks good. i'd love to see a full set of this for q4.
 Yay!
#2944 posted by R.P.G. on 2006/03/31 20:41:56
Lunaran: it looks good except for the specularity.
Starbuck: it looks good except for the textures you didn't do.
A worthwhile project indeed.
 Wewt
#2945 posted by Kell on 2006/03/31 21:16:15
Lun: looks good, except for the specularity :P
starbuck: <3 <3 <3
 STARBUCK
YOU FUCKING ROCK YOU ARE AMAZING I WANT TO HAVE YOUR BABIES, BUT BECAUSE I AM A MAN I'LL TRY TO FIND YOU A OVERLY SUITABLE WOMAN TO HAVE YOUR BABIES AND THEN I WILL RAISE THEM FOR YOU AND NAME THEM "STARBUCK", "IS" AND "THESHIT". HOT DAMN THAT LOOKS NICE. MORE! GIVE US MORE!
Lunaran, yours look nice but I whine about specularity and that making it look overly blurry. Starbuck wins this round.
#2947 posted by gibbie on 2006/04/01 00:28:28
http://www.student.vu.nl/h.e.beck/noh.jpg
old shitty screenshot of a shitty map. expect these textures to be released soonish (need to polish them a bit first tho)!
 Map Release
Not really a big map, it's supposed to be played in an engine with support for fog(fitz among others)
http://www.chimpans.se/volcanique.rar
 Voodoochopstiks
#2949 posted by bambuz on 2006/04/01 05:30:21
omg, that's so hard, but I didn't noclip and finally managed the starting puzzle. It's easy if you're smart, clever trick there. When did you have time to build such a big level? It's quite atmospheric.
Btw, stretch the lava at start a bit, you can see the edge despite the fog. (fitz)
 Voodoo
#2950 posted by Drew on 2006/04/01 23:25:33
Shouldn't that be a news post? screenshots?
 Gibbase, Cont.
#2951 posted by biff_debris. on 2006/04/02 06:47:28
Here's a WIP shot of a q4dm I'm working on with gibbie's and Lun's textures:
http://biff.leveldesign.org/pics/map_shots/wip/q4/imp4dm0_1.jpg
Looks familiar, I know. I've only got like four map layouts in me =(
 >:(
#2952 posted by Zwiffle on 2006/04/02 08:07:49
Myrmidon, you.
 Fix Trim
#2953 posted by necros on 2006/04/02 08:41:51
at the bottom center-to-right area. do the 45degree thingy. ;)
otherwise, i like it (although it could do with some more interesting lighting, but since it's a DM map, i guess that's out of the question :S )
 Textures
#2954 posted by Kinn on 2006/04/02 09:00:31
Starbuck and Lunaran: both sets look bloody great so far. Can't wait to see the finished packs
 Starbuck, Zwiffle And Necros
#2955 posted by biff_debris. on 2006/04/02 09:53:48
Starbuck: Hell yes -- meant to put it in the above post, but more power to you on the revamped q1 idbase -- looks sexay =D
Zwiffle: Pipe down, you -- Myrmidon is not dead.
Necros: Doh, saw that b0rked trim myself -- and don't start on the lighting, I've heard enough from gibbie about it ;D
 Biff
#2956 posted by R.P.G. on 2006/04/02 10:01:16
We love you anyway.
Castle Biffenstein!
 Give Me
Beta feedback!
 Fab...
#2958 posted by distrans on 2006/04/02 21:05:57
Madfox: send beta to my gmail account
Starbuck: oh my, yes!!! Don't forget to do the unique base textures from MP1 and MP2 as well :)
Lunaren: yaaaaaaaaay, I hope we get some SP levels out of them (pokes tongue at Beef).
 Right
#2959 posted by madfox on 2006/04/02 22:02:48
on its way.
 Beta Up For Test
#2960 posted by Elvis on 2006/04/03 15:11:36
ok it's updated again and this time it's surly beta it could even be final ;)
ok now i've changed the map so it's a sp/dm map from now on not only dm anymore
do post back after testing it as i'm very glad how it looks and feels :)
i must be getting beter as Trinca got killed on the map and that i didn't expect neather did he lol
the 2 shots are taken from sp and dm mode and from the same spot so you see the difference
have fun
http://www.multi.fi/~elvis/quakemap/hellvill.zip
http://www.multi.fi/~elvis/quakemap/hellvill1.jpg
http://www.multi.fi/~elvis/quakemap/hellvill2.jpg
 I Ran Through
#2961 posted by aguirRe on 2006/04/04 01:56:21
it on Normal and it's a pretty nice map! It looks good and gameplay is solid. It was too hard though; more health and shells are needed.
There are two critical doors to the final area with the ogres that won't open due to their spawnflags; 2052 should be 2048.
You should also go through the map and delete all invalid origin keys from your brush entities.
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