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DP "photography"

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scar3crow Inside3D Staff Joined: 18 Jan 2005 Posts: 837 Location: Las Vegas, NV

Posted: Fri Mar 17, 2006 9:32 am Post subject: DP "photography" |

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 |

Posted: Sat Mar 18, 2006 9:28 am Post subject: |

Nice

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

Posted: Sun Mar 19, 2006 7:08 am Post subject: |

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 |

Posted: Sun Mar 19, 2006 8:57 am Post subject: |

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

Posted: Mon Mar 20, 2006 3:05 am Post subject: |

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 |

Posted: Mon Mar 20, 2006 6:45 am Post subject: |

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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