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leileilol

Joined: 15 Oct 2004 Posts: 1321
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Posted: Thu Feb 01, 2007 7:02 pm Post subject: |
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 _________________
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Entar

Joined: 05 Nov 2004 Posts: 422 Location: At my computer
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Megazoid

Joined: 17 Oct 2004 Posts: 116
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Posted: Thu Feb 01, 2007 8:54 pm Post subject: |
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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
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Posted: Thu Feb 01, 2007 10:53 pm Post subject: |
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Much better than stock OpenQuartz |
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Sajt
Joined: 16 Oct 2004 Posts: 1026
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Posted: Fri Feb 02, 2007 5:39 pm Post subject: |
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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
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Posted: Fri Feb 02, 2007 7:23 pm Post subject: |
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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: 1026
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Posted: Fri Feb 02, 2007 7:47 pm Post subject: |
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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
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Posted: Fri Feb 02, 2007 8:47 pm Post subject: |
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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: 1321
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Posted: Fri Feb 02, 2007 8:50 pm Post subject: |
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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
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Posted: Sat Feb 03, 2007 1:34 am Post subject: |
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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
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Posted: Sat Feb 10, 2007 7:55 pm Post subject: |
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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: 1321
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Posted: Sat Feb 10, 2007 9:16 pm Post subject: |
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obviously not fimg! it's adquedit!!! _________________
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FrikaC Site Admin

Joined: 08 Oct 2004 Posts: 947
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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
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leileilol

Joined: 15 Oct 2004 Posts: 1321
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Posted: Tue Feb 20, 2007 9:03 pm Post subject: |
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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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