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leileilol Joined: 15 Oct 2004 Posts: 1322 |

Posted: Thu Feb 01, 2007 7:02 pm Post subject: |

_________________

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Entar Joined: 05 Nov 2004 Posts: 422 Location: At my computer |

Posted: Thu Feb 01, 2007 7:22 pm Post subject: |

That's looking good, Cheapy. Keep it coming _________________ woh... feelin woozy... too much cider... http://entar.quakedev.com games fascination - My Game Development Blog/Journal

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Megazoid Joined: 17 Oct 2004 Posts: 116 |

Posted: Thu Feb 01, 2007 8:54 pm Post subject: |

For god sake... make a hum wav.... Just kidding, good luck with it.

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FrikaC Site Admin Joined: 08 Oct 2004 Posts: 947 |

Posted: Thu Feb 01, 2007 10:53 pm Post subject: |

Much better than stock OpenQuartz

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Sajt Joined: 16 Oct 2004 Posts: 1027 |

Posted: Fri Feb 02, 2007 5:39 pm Post subject: |

Excellent... now the num font, it hurts my brains _________________ F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe.

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Entar Joined: 05 Nov 2004 Posts: 422 Location: At my computer |

Posted: Fri Feb 02, 2007 7:23 pm Post subject: |

Just a thought... for the sake of an early version being released sooner rather than later, one could take this approach while we don't have .wad's available: just compile the GPL'd Quake maps without the .wad (or with whatever bits of wads that are available) and use external textures from a retexturing project.
Yeah it would exclude older engines like WinQuake and GLQuake, but it'd get things rolling faster.
_________________
woh... feelin woozy... too much cider...
http://entar.quakedev.com
games fascination - My Game Development Blog/Journal

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Sajt Joined: 16 Oct 2004 Posts: 1027 |

Posted: Fri Feb 02, 2007 7:47 pm Post subject: |

Or you could just quickly make wads out of downsampled retextures I wonder how that would look actually, in an old engine _________________ F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe.

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FrikaC Site Admin Joined: 08 Oct 2004 Posts: 947 |

Posted: Fri Feb 02, 2007 8:47 pm Post subject: |

Answer: Rather nasty, I tried doing some with Fimg a couple of months ago. The problem with downsizing and reducing the colors is the important details of the image tend to get lost. It may have just been the textures I tried though, Fat Controller's downsampling of the Quake 3 textures looked nice, iirc.

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leileilol Joined: 15 Oct 2004 Posts: 1322 |

Posted: Fri Feb 02, 2007 8:50 pm Post subject: |

Entar wrote:
Just a thought... for the sake of an early version being released sooner rather than later, one could take this approach while we don't have .wad's available: just compile the GPL'd Quake maps without the .wad (or with whatever bits of wads that are available) and use external textures from a retexturing project.

The retexturing project derives from some Quake textures, trademarks and is a license mess so I wouldn't go near that for a "lazy" approach.
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frag.machine Joined: 25 Nov 2006 Posts: 728 |

Posted: Sat Feb 03, 2007 1:34 am Post subject: |

Entar wrote:
Just a thought... for the sake of an early version being released sooner rather than later, one could take this approach while we don't have .wad's available: just compile the GPL'd Quake maps without the .wad (or with whatever bits of wads that are available) and use external textures from a retexturing project.
Yeah it would exclude older engines like WinQuake and GLQuake, but it'd get things rolling faster.

Don't waste your time. Most of the cases high-resolution textures look like crap when downsampled to the 8-bit Quake palette.
The way CheapAlert is doing is much slower but is the Right Thing(tm). AFAIK all the original Quake artwork was made directly in 8 bits.
_________________
frag.machine - Q2K4 Project
http://fragmachine.quakedev.com/

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FrikaC Site Admin Joined: 08 Oct 2004 Posts: 947 |

Posted: Sat Feb 10, 2007 7:55 pm Post subject: |

I find myself wondering what tool you're using to import these graphics into the game! Last edited by FrikaC on Sat Feb 10, 2007 11:45 pm; edited 1 time in total

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leileilol Joined: 15 Oct 2004 Posts: 1322 |

Posted: Sat Feb 10, 2007 9:16 pm Post subject: |

obviously not fimg! it's adquedit!!! _________________

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FrikaC Site Admin Joined: 08 Oct 2004 Posts: 947 |

Posted: Sat Feb 10, 2007 11:44 pm Post subject: |

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Entar Joined: 05 Nov 2004 Posts: 422 Location: At my computer |

Posted: Tue Feb 20, 2007 8:47 pm Post subject: |

If someone wants to contribute a texture, what format and dimensions should it be in before it's given to Cheapy, .pcx? I'm thinking of doing a little texture artistry for this thing. _________________ woh... feelin woozy... too much cider... http://entar.quakedev.com
games fascination - My Game Development Blog/Journal

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leileilol Joined: 15 Oct 2004 Posts: 1322 |

Posted: Tue Feb 20, 2007 9:03 pm Post subject: |

same exact resolution and color depth as the originals. Being different would obviously break compatibility. made the gfx look more quakey _________________

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