Another Beer For You
#12 posted by Pauk on 2006/07/27 17:49:09
Excellent work starbuck!
Hmm!
#13 posted by Vondur on 2006/07/27 21:46:44
this is the second idbase texture pack that doesn't suck! (first one was by gibbie)
i liked that they really look crisp and quakeish, not plastic and lifeless as lousy texes by retexture project which i loathe. you hit the point here, starbuck!
very well done! now proceed with wizard.wad please ;)
That Doesn't Suck! (first One Was By Gibbie)
#14 posted by Baker on 2006/07/28 00:25:20
Is that texture set still available somewhere?
Back to thread:
Btw, great work Starbuck. I'll have to check that out.
(I never would have guessed that a replacement texture set would come out of the blue with 300+ textures!)
:o
#15 posted by necros on 2006/07/28 00:53:17
mighty fine work there, sir! :D
Good Job
#16 posted by gone on 2006/07/28 01:27:30
what are the lumas for? and what engine they work in
Good Job
#17 posted by gone on 2006/07/28 01:27:30
what are the lumas for? and what engine they work in
Good Job
#18 posted by gone on 2006/07/28 01:27:30
what are the lumas for? and what engine they work in
Good Job
#19 posted by gone on 2006/07/28 01:27:31
what are the lumas for? and what engine they work in
Oh Dear God
#20 posted by nitin on 2006/07/28 02:15:05
can people making idbase maps from now on, please use this ? Please.
And aguire, please support tga's in your engine, if only for this release.
#21 posted by Trinca on 2006/07/28 02:29:31
i�d love to see that also aguire with option like -24bits in run :) to people that dont like new stuff...
It Already Does
#22 posted by aguirRe on 2006/07/28 02:42:07
Just enable gl_exttex 1.
Nitin
#23 posted by gone on 2006/07/28 02:46:47
Dear God had heard your words long before you even thought of them. Now go read readme to uderstand how to make the textures work with existing idbase maps.
+ what aguirRe said
fitz works too
Luma
#24 posted by Preach on 2006/07/28 04:29:44
luma textures are, to quote dpextensions.qc
"fullbrights or other glowing overlay stuff, NOTE: this is done using additive blend, not alpha"
So basically it's a way to do fullbrights for tga textures. I don't think they work in fitzquake right now, they do work in darkplaces. Some other texture sets call _luma textures _glow instead.
Also, awesome set of texture, really love the designs of the computer stuff, they've got a crude, cobbled-together machine feel that's really apt for idbase.
Yes Yes My Bad
#25 posted by nitin on 2006/07/28 08:00:41
should have read the readme(s).
But there's a slight issue in using with maps that use other textures too.
This set is darker than the original so you have to turn up brightness to get the same look as standard idbase. But this makes the non-hires textures look too washed out.
But I'm bitching now, this is a great set. I now just want all my quake to look just as good :)
Nitin
#26 posted by aguirRe on 2006/07/28 11:31:52
There's a fix for that, too ;) Push the tgas through IrfanView's batch convert function with following values:
brightness 45
contrast 90
gamma 1.9
saturation 20
It will simulate on the 24-bit tgas what idgamma does for 8-bit texes. Tweak values to your liking. On my system, it looks very similar.
Or....
#27 posted by metlslime on 2006/07/28 12:01:11
stop using idgamma? :)
I know, I know...
I've Now Checked
#28 posted by aguirRe on 2006/07/28 14:50:42
out the new texture set and compared it to the corresponding good ones of the Q1 retexture project. I don't know, these look a bit grainy close-up, almost as if they were in lower resolution. And yes, I've also checked without any image manipulation ...
Some of these textures are really good while others are better from QRP, especially liquids but also the big wall panels. However, these textures are more complete than QRP's base set (at least the one from last year).
Nevertheless, this is a good texture set. I hope you'll also do some medieval, as the ones from QRP are pretty bad overall (especially the stone texes, ugh).
Btw, the big 30MB zip could easily be put down to 16MB with 7-zip ;)
Aguire
#29 posted by nitin on 2006/07/28 20:27:53
thanks, I'll see how that goes.
Model From Screenshot
#30 posted by Gnear on 2006/07/28 21:02:35
Hi, I love the texture pack, what caught my eye the most in the remodeled shotgun (second to last SS on - http://www.quakeexpo.com/booth.php?id=6), I know its not part of the pack, but can anyone please tell me where I could get it from?
Aguire
#31 posted by nitin on 2006/07/28 21:45:48
that batch conversion worked a treat, it all looks great now.
Btw, metl, the new liquid hi res textures dont load up in fitz.
Nitin:
#32 posted by metlslime on 2006/07/28 22:44:33
thanks, actually i knew that would happen.
Also, i don't support luma textures, which I need to rectify.
Nitin
#33 posted by aguirRe on 2006/07/29 02:36:22
Good! I forgot to mention that the lumas probably shouldn't be treated and I usually avoid brightening some of the liquids. In this set I excluded the two std black tele texes, otherwise they get a little greyish.
Btw, if you want to compare with the QRP tex set, it's here: http://facelift.quakedev.com/download/textures-486files-8-20-05-low.rar . It's not the latest, but a much smaller d/l.
Yeah
#34 posted by bambuz on 2006/07/29 06:06:24
zip compression compresses files individually. So, with many similar files compression is dismal, compared to rar or 7z.
#35 posted by Jaromir83 on 2006/07/29 10:19:22
Thank you for high-res textures! It was fun to play my old base level "Slipgate Complex#13" from In Ovo pack again with them.
#36 posted by QFan on 2006/07/29 18:51:46
some of them are based on the original quake retexturing project, aren't they?
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