Also:
#51 posted by metlslime on 2005/09/23 21:16:58
Though the colormap.lmp has the '.lmp' extension, it is not a valid lmp like the rest of the UI graphics, becuase those all have an 8-byte header indicating height and width, and colormap.lmp is just raw data.
So, you could technically open it and save it in any paint program that lets you edit raw files (PSP has this feature.)
Palette
#52 posted by gone on 2005/10/04 05:58:20
I think everyone is playing quake with engine mod (fitz, MH, DP etc) that allows independat pal full color textures... so whats the
problem ?
Noir Quake
#53 posted by gone on 2005/10/04 06:00:19
if you are using ATi card, u can go to drivers panel and set some funky shader mode (b/w/red or sepia or whatever )
Post #52 Clarification
#54 posted by gone on 2005/10/04 06:03:41
independet palette and\or full color textures
Nope.
#55 posted by Kinn on 2005/10/04 11:32:12
I think everyone is playing quake with engine mod (fitz, MH, DP etc) that allows independat pal full color textures... so whats the
problem ?
Couldn't be more wrong.
Just Changing Textures
#56 posted by cyBeAr on 2005/10/04 13:12:07
is hardly the same thing as changing the palette wich applies to more than textures and doesn't involve actualy having to make/edit ltos of content.
Just Changing Textures Is Hardly The Same
#57 posted by Speed@ home on 2005/10/04 18:35:27
but u can get same/better results with fewer problems
Isnt that what u want - use some other set of graffics in color different from what you have in q1 pal.
And you dont have to care about HUD and monster skins, unless you want to change them as well.
If you just want a b&w quake - messing with a pal might be a better option than mass-desaturating (processing textures is ~10 minute job, but extracting all the skins could be tiresome)
But just changing the colors you get "omg too much DOB/DXM" effect
With enhanced engines u can have independent pal per texture (just like 1st Unreal) or use 24\32 bit (just think of the potential of the alpha channel for cool features and effects)
Palette limitation is awkward but u dont have to put up with it nowadays
Speaking of the players
are there any people still without gfx card capable of running something like fizquake or old TQ?
s3virge anyone ?
Or I guess some people prefer to use winquake cause they are very used to it`s pixelated look and color-shift shadows - would they mind using GL engine version to play a good map with custom hi color textures?
How many people dint play something like marcher, just cause it had to be run in a special version of quake
And as you can read from Frib`s and others posts - messing with palette is quite a hassle and it does involve editing lots of content.
Spd
#58 posted by anonymous user on 2005/10/04 18:50:08
noir quake, thnx ATi
http://www.2and2.net/Uploads/Images/shaders11.jpg
oh, and funny someone brought up that SPD map as the example of something original
As I recall the end section (flooded one) was made just like an architectural experiment and not meant to be playable.
But then I desided to add it to that bleh-level remake of doom map01, in order to try to re-create the atmosphere I had experienced playing doom - being alone in a weird dangerous world (and hence the text - its written after the text you see in doom2 just before 'Dead simple' level)
pS: ehh its 6am. I hope you could get what I mean
Nope 2.
#59 posted by Kinn on 2005/10/04 21:45:52
How many people dint play something like marcher, just cause it had to be run in a special version of quake
From readme_marcher.txt:
This map was designed primarily for high capacity engines, such as Bengt Jardrup's Win/GLQuake variants, and LordHavoc's DarkPlaces.
However, I have gone to great lengths to ensure that the map is at least playable in FitzQuake, and the original Win/GlQuake
#60 posted by gone on 2005/10/05 03:36:00
Well yeah, with packet overflow galore, sound losss, far away geometry dissapearing.
And no skybox too :(
Not your fault sure, just want to point out that marcher does require new engine to be enjoyed. How many whines did you get due to it, Im really curious
Same thing with hi quality textures - you could play map in whatever quake u want and see the textures in q pal, no issues here, just worse visual quality. And playing in some other engine you enjoy the smoothness and viriety of colors. Nothing is wrong.
One minor thing : d/l size increases when you include the hi-color textures with your map. But thats not a big deal, esp if you keep most images 8bit and not 32bit TGAs
The Problem With Hi Quality Textures
#61 posted by nitin on 2005/10/05 04:18:57
everything else, monster skins, weapon skins, etc are still low res and the resulting contrasting effect is not very good.
And
#62 posted by nitin on 2005/10/05 04:19:29
I havent seen a good set of replacement hi quality skins yet.
#63 posted by gone on 2005/10/05 04:57:40
there is no contrasting effect, unless you use some totally whacky vibrant colors
it probably all comes down to most quake mappers being purists
stock tex, no code mods
keep the spirit alive! brown for life
colored light must die
everyone who wants it fancy has moved to hl2 or whatever
Speedy
#64 posted by nitin on 2005/10/05 06:50:24
I meant that hi res background textures dont mix well with low res monster and weapon skins.
#65 posted by gone on 2005/10/05 07:40:42
its ok. many the games have that
#66 posted by gone on 2005/10/05 07:41:00
-the
I Havent Seen A Good Set Of Replacement Hi Quality Skins Yet.
#67 posted by Baker on 2005/10/05 15:54:52
I have ;)
http://www.planetquake.com/pandemonium/tenebrae/
Rename them to the proper (=non-tenebrae) naming convention and place in quake\id1\textures\models and using them in QMB, JoeQuake, DP, etc.
Pah
#68 posted by . on 2005/10/05 16:06:22
The only really improved skin is the Wizard, looks great. The rest look worse than the oriignals.
Ogro's A Talented Artist
#69 posted by nitin on 2005/10/05 17:35:40
but only the ogre, the scrag and maybe hte shambler look better.
Ugh
#70 posted by HeadThump on 2005/10/05 21:07:59
The high poly models look pretty good. I don't care for the cheesy sharp teeth on some of the models, or Sumo-Ogre, but they are well made.
The skins are another story. They are realy bad, Enforcer and Hell Knight excepted. The skins look jumbled over the wrong polies, stretched out, and the detail work on the body and limbs make little visual sense. On the fiend you have that well defined bicep and then it just blahs out once you get past the shoulder.
He is a good artist, I loved the Caleb skin for one, but on balance these stink.
Speedy
#71 posted by inertia on 2005/10/05 21:11:33
what are color-shift shadows?
However, I Do Recall
#72 posted by HeadThump on 2005/10/05 21:12:29
Tenebrae did some weird things with the diffuse textures. They would look washed out. Not oversaturated washed out, but some how less defined in the features. Maybe it isn't Ogro's fault.
Headthump
#73 posted by nitin on 2005/10/05 23:40:29
I remember ogro pimping those on the polyclount forums ages ago. Basically, there were some limitations he couldnt get around (I think he used the original quake skinmaps, but I could be wrong) and it's meant to look better in game.
Still, apart from maybe 3 of those, I wouldnt consider them better, whether it's ogro's fault or tenebrae's.
#74 posted by gone on 2005/10/06 01:53:05
Nitin yeah, same old UV maps on the boxy models
And unfortunately they dont work just as replacements for non-tennebra, except scrag and shambler, like you`v said. Cause they are not meant to be used w/o normalmap
wasn`t there some 'Quake skin replacement project' for non-tenebra
Maybe we could do a 'community pack' of q1 skin replacements, if any artist are interested
inert software quake doesn`t lay lightmaps over the textures like gl, it draws lighting by shifting the color of the texture according to the palette, and thats why u get grey texture looking blue-ish-greeny :(
on the up side sw renderer can brighten the textures as well, while lightmaps only darken
Speedy
#75 posted by inertia on 2005/10/06 13:37:07
ah that explains alot, actually -- thanks
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