Hmm
#47 posted by
nonentity on 2004/03/09 21:43:53
http://www.geneticrose.com/wads.html
All the stuff from xen & scampie combined, I was going to put all the stuff from xen's site onto scampie's site, but couldn't log on (would be useful if someone else could do so).
Basically, it's a Euro mirror of scampie's /wads/ dir
Texmex Does Suck...
#48 posted by
FaTbOy! on 2004/03/09 21:46:48
at color conversion. I do like bsp2wad and q2towad much better for this purpose, remip is also handy. I guess I was hoping that maybe someone had done an updated version of the utilities I use normally for this purpose.
Glad to see someone has ported the texs for daikatana. I _really_ didnt want to install this game on my PC.
Am I Right In Thinking That...
#49 posted by
distrans on 2004/03/09 22:06:51
jf_Obtex seems to be missing. I only notice because I'm using it on two different projects at the moment, and it is superb.
Hehe...
#51 posted by
distrans on 2004/03/09 23:49:13
...the proud parent speaks. I'll endeavour to get some to you early next week metl.
Or...
#52 posted by
distrans on 2004/03/09 23:50:49
...I could send you some early unvised BSPs.
Hot July Afternoons
#53 posted by
pushplay on 2004/03/10 00:18:25
No, but they have good old fashioned blazing hot Christamses.
Hmm
#54 posted by
. on 2004/03/10 01:53:02
If Texmex sucks, maybe I should try something else for those base textures I wanted to do, I wasn't liking how they appeard in Quake, had problems with subtle gradiations. (I can only run software mode, I've no 3d card...)
Phait...
#55 posted by
Fern on 2004/03/10 14:46:57
1) quake textures *should* be tested in software mode :)
2) when importing the palette, use something with error diffusion dithering
Phait:
#56 posted by
metlslime on 2004/03/10 14:55:20
I wasn't liking how they appeard in Quake, had problems with subtle gradiations
the problem is you're working with an 8-bit palette. Subtle gradients don't work well becuase there aren't enough colors. You'll either get banding or dithering.
I think you were the one who earlier said he was tired of dirty textures and wanted shiny, smooth textures. Well, it's just not going to look good in quake. In addition to the palette limitation, you also have the problem that smooth textures show off the lightmap banding in software mode.
Keep experimenting, but be aware that certain looks cannot be pulled off well in Quake, and you need to play to the strengths of the engine.
Phait:
#57 posted by
Kell on 2004/03/17 12:10:07
What John is trying to say is:
keep it dark and bloody
Not Sure If This Is Known Of..
#58 posted by
. on 2004/05/25 08:25:30
#59 posted by
- on 2004/05/25 12:41:14
oh yeah, very helpful phait! a collection of textures for use for artists in a thread about q1 wads!
Phait
#61 posted by
Kell on 2004/05/25 15:34:01
that one would be better in the Inspiration & Reference thread
That's What You Get For Trying
#62 posted by
pushplay on 2004/05/25 15:59:09
Yeap, Only A Very Few Of Those
#63 posted by
HeadThump on 2004/05/25 19:16:10
you could actually use for producing tileable images.
New Wads
#64 posted by
R.P.G. on 2004/07/24 15:51:52
Uploaded willi-test and oxymoron wads, which were converted to Q1 wad by Starbuck.
Help
#65 posted by
Blitz on 2004/08/21 02:33:52
There is a 200 minute wait on Fileplanet right now, and I'm looking to download biff's modified idbase set. If anyone has it, that'd be appreciated.
Thanks
#66 posted by pablod on 2004/08/21 02:51:58
#67 posted by pablod on 2004/08/21 02:52:40
thats the base wad that is
Long Time Old Thread
#68 posted by anonymous user on 2005/03/19 18:42:41
still no person mention teh 'DICK.wad'.
teh home page of teh 'DICK.wad' found here
http://scampie.spawnpoint.org/
Long Time Old Thread
#69 posted by anonymous user on 2005/03/19 18:42:46
still no person mention teh 'DICK.wad'.
teh home page of teh 'DICK.wad' found here
http://scampie.spawnpoint.org/
I Dont See It
#71 posted by
pope on 2005/03/19 23:35:13
...that anonymous person lied to us!
and I wanted the dick.wad :(