I Was Gonna Say...
#4 posted by DaZ on 2006/06/29 16:22:47
Yes please can we have some screenshots, preferably in-game with lighting etc, it would be interresting to see how well the d3 stuff converts. Like Blitz said the organic / rock textures are really cool.
Who'da Thunk
#5 posted by . on 2006/06/29 20:32:17
Modern textures would be used in a 10-year old game :)
#6 posted by spd on 2006/06/29 22:12:33
sounds illegal
also blue-green-grey looks like shit in q1 pal indeed
Spd
#7 posted by JPL on 2006/06/29 22:38:55
Well, it would have been illegal if I made the conversion in a commercial way. And it is not, so I guess I can only be blamed to convert high resolution textures into Quake 8bit wad...
OTOH, I noticed that blue-green-grey textures are not very good... nevertheless, I tried to preserve the look the set has in Doom3 ingame...
And concerning screenshot, I will provided some, when I will finish the map I'm working on ;)
Hmm
#8 posted by bal on 2006/06/29 22:48:50
It's still illegal, you are distributing copyrighted content.
Good work though, these actually look quite ok, now go make a map with them, that's what we all really want. ;)
Nice Work!
#9 posted by Spirit on 2006/06/29 23:36:31
They look pretty good ingame in my opinion. Made a crappy little "map", heh:
http://img182.imageshack.us/img182/825/doom3tex8ep.jpg
(I know I cut the door wrong...)
I'd love to see how it looks like when you have the original textures replacing this ones in modern engines!
Spirit
#10 posted by metlslime on 2006/06/30 01:13:42
looks remarkably similar to those "doom3 on a voodoo card" screenshots :)
Spirit...
#11 posted by JPL on 2006/06/30 01:27:12
Oh, this crappy little room is quite interesting, and looks really promising ! I hope my next map to be as good as your room ;)
Blitz
#12 posted by JPL on 2006/06/30 01:28:16
Did you solve your "unzip" issue ?
#13 posted by Trinca on 2006/06/30 03:35:20
i also start download and get zip error... note: was using getright... discnnect getright and download normaly in .ie and work perfect!!!
good work JPL :) after the map i�m making now got more two in mind then i will try textures but i like a lot some of then good work!!!
IMO
#14 posted by Kinn on 2006/06/30 05:09:02
you should have tweaked the colours before the palette conversion so that you get the most out of the quake palette. When I converted Q3 texes for marcher, I dicked around with the 'levels' to brown everything up just enough to get a good range from the q1 palette, without smearing everything into the same uniform shade.
JPL
#15 posted by aguirRe on 2006/06/30 06:28:10
The zip is indeed corrupt; file Doom3_hell.wad fails crc. I checked in three archivers and they all have problems with the zip. Could you please add a separate zip of that wad?
Hmm
#16 posted by aguirRe on 2006/06/30 06:57:25
The Doom3_enpro.wad file is also corrupt. The archivers just skipped this file without reporting any error, but when explicitly extracting it, the file is unreadable.
I Viewed All These Wads With No Problems.
#17 posted by czg on 2006/06/30 06:58:42
Me Too
#18 posted by Spirit on 2006/06/30 07:00:49
maybe look if you are using a download accelerator like Trinca did or try downloading from
http://wads.quaddicted.com/Doom3_tex.zip
AguirRe / Spirit / Kinn
#19 posted by JPL on 2006/06/30 07:24:59
aguirRe / Spirit: I just tried to download the stuff using the link of my homepage with firefox, and I get no error during download, and no error when unzipping the stuff (please note I'm at office... :(... )...
So I guess it comes from your ADSL link.... maybe a simple download from your navigator would work better (as Trinca adviced).. Let me know if you still have issues.. .
Kinn: I tweaked the color a little, but not too much before Quake palette conversion... My idea was first to "preserve" the Doom3 look ingame, even if the Quake palette dicrease the texture quality. I also made some hue/saturation modification on some red/orange textures in order to avoid fullbrights, but I'm not sure that I've been able to avoid it completly..
I think I will have to reload a Quake palette without fullbright colors on some textures... I will see with my next map ;P
Funny
#20 posted by HeadThump on 2006/06/30 16:57:03
I browsed over to PlanetQuake, and I noticed the pic of the day and I thought I recognized it. My first thought, 'good for Spirit, they ran with his Doom3 texture test', but nope, it was from a Quake 4 mod that looked very similar.
Cool
#21 posted by Drew on 2006/06/30 21:46:01
Looking forward to using that. that'd be a good, simple SM theme. Not that anybody makes those things anymore.
Heh
#22 posted by bambuz on 2006/07/02 06:34:18
Effectively
#23 posted by JPL on 2006/07/02 06:53:12
There's not so much difference ;)
\o/
#24 posted by Spirit on 2006/07/02 07:58:09
I rock! And JPL rocks too! id, hire us! :D
JPL
#25 posted by Zwiffle on 2006/07/04 12:21:47
Wowz0rs great work. Although I'd rather you work on a Quake-on-Doom3-engine TC, this is probably the next best thing.
Yeah
#26 posted by Agashka on 2006/07/04 19:27:04
Hey man , we're in 2006, quake was release while ago, yeah , im still a fan of it, and i REALLY apreciate that their still people up there and continuing doing great work like your.
Thanks
Agashka
#27 posted by JPL on 2006/07/05 09:15:34
You should try Quake4 :D
Well Done..
#28 posted by madfox on 2006/07/12 23:02:35
The file unzipped well, and so did the tex.
Good job, sorry I can't relate it to a level, because I don't have Doom3.
But it would be great seeing a doom3level converted to Quake1 to compare.
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