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scar3crow
Inside3D Staff


Joined: 18 Jan 2005
Posts: 837
Location: Las Vegas, NV

PostPosted: Fri Mar 17, 2006 9:32 am    Post subject: DP "photography" Reply with quote

http://scar3crow.circa1984.com/quakeshots/

I did some "photography" of most of e1 and a snippet of e2 in Darkplaces using Romi's rtlights at 1600x1200 with some minor bloom in an attempt to get some decent Quake oriented wallpapers.

Theyre not perfect, but I enjoy some of them.
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DarkSnow



Joined: 02 Mar 2005
Posts: 67
Location: Sweden

PostPosted: Sat Mar 18, 2006 9:28 am    Post subject: Reply with quote

Nice Smile
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RenegadeC



Joined: 15 Oct 2004
Posts: 370
Location: The freezing hell; Canada

PostPosted: Sun Mar 19, 2006 7:08 am    Post subject: Reply with quote

I love em.

I have to agree with what one user said though in #terrafusion, the better the Quake engine the more noticably ugly iD's maps become.
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Baker



Joined: 14 Mar 2006
Posts: 1538

PostPosted: Sun Mar 19, 2006 8:57 am    Post subject: Reply with quote

RenegadeC wrote:
the better the Quake engine the more noticably ugly iD's maps become.


So true
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scar3crow
Inside3D Staff


Joined: 18 Jan 2005
Posts: 837
Location: Las Vegas, NV

PostPosted: Mon Mar 20, 2006 3:05 am    Post subject: Reply with quote

Im considering doing at least one shot per level of id maps.... Just a showcase of each area in Quake.


But yes, the geometry is very primitive, the texturing not quite great... but didnt they make those maps in a modified Doom editor ?
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RenegadeC



Joined: 15 Oct 2004
Posts: 370
Location: The freezing hell; Canada

PostPosted: Mon Mar 20, 2006 6:45 am    Post subject: Reply with quote

I still think iD's maps look good overall, just the main thing that bothers me is texture alignment; it wasn't as noticable in software rendering Quake which is what Quake was designed from really.

Since engines are sharper / more colorful / prettier like ponies you're now you're able to easily spot misaligned textures from greater distances, especially when it comes to a curved surface leading to another in Quake's standard map set...
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