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Posted by starbuck [82.40.164.223] on 2006/07/27 07:27:49

Well I've finished, finally. These textures replace idbase textures wherever they find them, in their eternal mission to make base levels look sharper and prettier.
Currently there are 300 textures in the gang. They are all TGAs. The plan is to take on one map at a time. So far the maps that have been dominated are:
e1m1 e2m1 e3m1 e4m1 dm3 aerowalk e1m1rmx
Note: These maps are only a few of the manythat work, I haven't had time to check many maps thoroughly. Other maps that look good include Slipstream by Inertia, and Agressor by Tyrann
Check out screenshots at my QExpo Booth:
http://www.quakeexpo.com/booth.php...
The direct download link is here:
http://qexpo.quakedev.com/uploaded...

Smooth
#1 posted by Zwiffle [69.210.93.64] on 2006/07/27 13:52:24
Looks kickass. I'll have to give these a whirl later, and replay DM3RMX with em. Nice work.
SB!
#2 posted by DaZ [80.41.191.175] on 2006/07/27 14:01:43
You fucking legend
SB!
#3 posted by DaZ [80.41.191.175] on 2006/07/27 14:01:51
You fucking legend
Lol
#4 posted by DaZ [80.41.191.175] on 2006/07/27 14:03:58
seriously though, this is how hi-res textures SHOULD be done, none of this shitty new textures crap, but enhancing the old textures to look shiny and new without making them look totally shite.
Well done! Have you got plans to do the other id sets Starbuck...hope so :)
Gorgeous!
#5 posted by tron [203.26.206.129] on 2006/07/27 14:12:43
From afar things look the same, it's only when you get upclose that you notice the textures are sharp instead of all the details being blurred out.
I love these, I think the biggest testament is that I jumped around in a couple of maps which used idbase textures mixed with a couple of altered idbase textures (such as trondm1) and there was no jarring transition. Where the high-res textures met others apart from the change in resolution there wasn't really any change in feel/colour and from afar I couldn't notice anything.
Now do the rest of Quake! ;)
Great Work Starbuck. :)
#6 posted by Text_Fish [82.45.22.61] on 2006/07/27 15:02:24
Projects like this do ten times more for Quakes visuals than any bump mapping/gloss/dynamic lighting/etc.
Plat_top1 appears to have missed out on its makeover though. :P
Very Cool
#7 posted by ijed [201.236.124.85] on 2006/07/27 15:09:09
also - pixies reference?
STARBUCK!
#8 posted by biff_debris [68.114.159.180] on 2006/07/27 15:14:04
You rock so hard, please explain to these other slackers who are bastardizing our poor Quake that this is what it is, and they should stop.
#9 posted by Trinca [87.196.223.129] on 2006/07/27 15:30:51
good work man :) love then a lot!!!
Uh
#10 posted by inertia [24.164.73.173] on 2006/07/27 17:03:48
fucking hot mang
GG, Starbuck
#11 posted by HeadThump [65.140.58.88] on 2006/07/27 17:47:17
sexy from what I have seen in game so far. 300 Textures?! And you have only done the base. Wow. I'll have to open up the pack sometime to see what variations you have produced.
Another Beer For You
#12 posted by Pauk [81.156.97.102] on 2006/07/27 17:49:09
Excellent work starbuck!
Hmm!
#13 posted by Vondur [85.140.41.64] on 2006/07/27 21:46:44
this is the second idbase texture pack that doesn't suck! (first one was by gibbie)
i liked that they really look crisp and quakeish, not plastic and lifeless as lousy texes by retexture project which i loathe. you hit the point here, starbuck!
very well done! now proceed with wizard.wad please ;)
That Doesn't Suck! (first One Was By Gibbie)
#14 posted by Baker [67.149.145.114] on 2006/07/28 00:25:20
Is that texture set still available somewhere?
Back to thread:
Btw, great work Starbuck. I'll have to check that out.
(I never would have guessed that a replacement texture set would come out of the blue with 300+ textures!)
:o
#15 posted by necros [70.31.50.57] on 2006/07/28 00:53:17
mighty fine work there, sir! :D
Good Job
#16 posted by gone [213.170.89.98] on 2006/07/28 01:27:30
what are the lumas for? and what engine they work in
Good Job
#17 posted by gone [213.170.89.98] on 2006/07/28 01:27:30
what are the lumas for? and what engine they work in
Good Job
#18 posted by gone [213.170.89.98] on 2006/07/28 01:27:30
what are the lumas for? and what engine they work in
Good Job
#19 posted by gone [213.170.89.98] on 2006/07/28 01:27:31
what are the lumas for? and what engine they work in
Oh Dear God
#20 posted by nitin [138.217.3.207] on 2006/07/28 02:15:05
can people making idbase maps from now on, please use this ? Please.
And aguire, please support tga's in your engine, if only for this release.
#21 posted by Trinca [85.88.130.59] on 2006/07/28 02:29:31
iŽd love to see that also aguire with option like -24bits in run :) to people that dont like new stuff...
It Already Does
#22 posted by aguirRe [213.101.71.22] on 2006/07/28 02:42:07
Just enable gl_exttex 1.
Nitin
#23 posted by gone [213.170.89.98] on 2006/07/28 02:46:47
Dear God had heard your words long before you even thought of them. Now go read readme to uderstand how to make the textures work with existing idbase maps.
+ what aguirRe said
fitz works too
Luma
#24 posted by Preach [86.137.244.160] on 2006/07/28 04:29:44
luma textures are, to quote dpextensions.qc
"fullbrights or other glowing overlay stuff, NOTE: this is done using additive blend, not alpha"
So basically it's a way to do fullbrights for tga textures. I don't think they work in fitzquake right now, they do work in darkplaces. Some other texture sets call _luma textures _glow instead.
Also, awesome set of texture, really love the designs of the computer stuff, they've got a crude, cobbled-together machine feel that's really apt for idbase.
Yes Yes My Bad
#25 posted by nitin [138.217.3.207] on 2006/07/28 08:00:41
should have read the readme(s).
But there's a slight issue in using with maps that use other textures too.
This set is darker than the original so you have to turn up brightness to get the same look as standard idbase. But this makes the non-hires textures look too washed out.
But I'm bitching now, this is a great set. I now just want all my quake to look just as good :)
Nitin
#26 posted by aguirRe [213.101.69.146] on 2006/07/28 11:31:52
There's a fix for that, too ;) Push the tgas through IrfanView's batch convert function with following values:
brightness 45
contrast 90
gamma 1.9
saturation 20
It will simulate on the 24-bit tgas what idgamma does for 8-bit texes. Tweak values to your liking. On my system, it looks very similar.
Or....
#27 posted by metlslime [67.188.209.101] on 2006/07/28 12:01:11
stop using idgamma? :)
I know, I know...
I've Now Checked
#28 posted by aguirRe [213.101.69.190] on 2006/07/28 14:50:42
out the new texture set and compared it to the corresponding good ones of the Q1 retexture project. I don't know, these look a bit grainy close-up, almost as if they were in lower resolution. And yes, I've also checked without any image manipulation ...
Some of these textures are really good while others are better from QRP, especially liquids but also the big wall panels. However, these textures are more complete than QRP's base set (at least the one from last year).
Nevertheless, this is a good texture set. I hope you'll also do some medieval, as the ones from QRP are pretty bad overall (especially the stone texes, ugh).
Btw, the big 30MB zip could easily be put down to 16MB with 7-zip ;)
Aguire
#29 posted by nitin [138.217.3.207] on 2006/07/28 20:27:53
thanks, I'll see how that goes.
Model From Screenshot
#30 posted by Gnear [60.234.220.244] on 2006/07/28 21:02:35
Hi, I love the texture pack, what caught my eye the most in the remodeled shotgun (second to last SS on - http://www.quakeexpo.com/booth.php... I know its not part of the pack, but can anyone please tell me where I could get it from?
Aguire
#31 posted by nitin [138.217.3.207] on 2006/07/28 21:45:48
that batch conversion worked a treat, it all looks great now.
Btw, metl, the new liquid hi res textures dont load up in fitz.
Nitin:
#32 posted by metlslime [67.188.209.101] on 2006/07/28 22:44:33
thanks, actually i knew that would happen.
Also, i don't support luma textures, which I need to rectify.
Nitin
#33 posted by aguirRe [213.101.70.73] on 2006/07/29 02:36:22
Good! I forgot to mention that the lumas probably shouldn't be treated and I usually avoid brightening some of the liquids. In this set I excluded the two std black tele texes, otherwise they get a little greyish.
Btw, if you want to compare with the QRP tex set, it's here: http://facelift.quakedev.com/downl... . It's not the latest, but a much smaller d/l.
Yeah
#34 posted by bambuz [213.169.30.249] on 2006/07/29 06:06:24
zip compression compresses files individually. So, with many similar files compression is dismal, compared to rar or 7z.
#35 posted by Jaromir83 [62.204.251.138] on 2006/07/29 10:19:22
Thank you for high-res textures! It was fun to play my old base level "Slipgate Complex#13" from In Ovo pack again with them.
#36 posted by QFan [84.148.40.29] on 2006/07/29 18:51:46
some of them are based on the original quake retexturing project, aren't they?
The Textures
#37 posted by Kinn [86.128.10.253] on 2006/07/31 03:20:26
Cheers Starbuck - these looked absolutely fantastic and seamless with any default idbase texes when I played dm3rmx. I never use idgamma, and all you whingers who do can stfu kthx.
(I jest, I jest ^_^ )
Idgamma
#38 posted by than [220.47.234.129] on 2006/07/31 04:48:52
I'm not even sure if I used idgamma or not any more. The textures looked a bit dark when I tried using them, but I nearly died when I saw the different in detail they make over regular idbase textures. The only criticism I have is that some of the computer textures (i.e. the most detailed ones) don't look amazing close up. That's all though, they do look shit hot mostly.
Nice Looking!
#39 posted by NighTmarE 7 [200.232.161.192] on 2006/07/31 06:32:32
Wow! 300+ textures replacing? Amazing! I am downloading it now.
Good Job, Starbuck
#40 posted by frag.machine [192.85.47.1] on 2006/07/31 11:05:11
I tried the textures and, overall, they look very good - better than the QRP ones. That said, there are a couple of wall textures that just looks too poor in detail and blurred - as if they were actually just resampled images from the original 8-bit, mostly when you look details like blood stains. Maybe because some of those are 256x256 pixels wide while other use 512 pixels, I don't know exactly - I know it's very hard to match the equilibrium point between the original decaying look-and-feel and the temptation to make everything screaming "hey, I am using 24 bit-colors!". I think it would not hurt to add a bit more detail on some of these, though. In the positive side, the computer and tech themes have the correct balance between detail and fidelity to the original theme. Definitely worth the download.
However...
#41 posted by metlslime [204.15.3.5] on 2006/07/31 12:57:37
I want to point out that I went back to the QRP page, and it looks like they are gradually replacing their bad textures with better textures. This might mean that eventually, the QRP set will actually be consistently good.
Meh
#42 posted by Text_Fish [82.45.22.61] on 2006/07/31 17:30:21
Most of QRP still looks awful to me. For the most part it looks like they just blew up the originals then applied Median or Emboss filters and upped the saturation.
Either that or they just have no detail whatsoever. They rather ironically lack 'texture'.
Cheers For All The Comments!
#43 posted by starbuck [82.40.164.223] on 2006/08/03 06:06:10
it's about time I answered them...
Daz
...none of this shitty new textures crap, but enhancing the old textures to look shiny and new without making them look totally shite.
Well done! Have you got plans to do the other
id sets Starbuck...hope so :)
thanks a lot, that's a big compliment as my main goal was to keep the feel of the originals. I don't plan on doing the other sets: it's too much work, and the only set i'd have an interest in doing - the e3 metal textures, have already been done pretty well by the Quake Retexturing Project.
Tron
From afar things look the same, it's only when you get upclose that you notice the textures are sharp instead of all the details being blurred out...
Same again, I really appreciate this... most times I try new textures I have a run around, think they look pretty but change the look too much and delete them.
Text_Fish
...Plat_top1 appears to have missed out on its makeover though. :P
It has, but with good reason. Basically, it shares it's name with an Episode 3 texture, and if you replace one, you replace the other. There's more info here:
http://facelift.quakedev.com/retex...
ijed
pixies reference?
Yes! Well spotted, one of my favourite Pixies songs (Hey, Dead, The Happening, Ana and Cactus are also up there) and the only base pun I could think of at the time :)
Vondur
very well done! now proceed with wizard.wad please ;)
Haha maybe. I meant to show these to you before release, as I was mainly inspired by e1m1rmx. Unfortunately you weren't in IRC when the set was in it's testing stages (!) so only CZG got a look.
Preach
Also, awesome set of texture, really love the designs of the computer stuff, they've got a crude, cobbled-together machine feel that's really apt for idbase.
Because I cobbled them together crudely, no doubt!
Speeds
luma's are the fullbrights, but they don't work in every engine. Fitzquake doesn't support them, or TGAs for liquids. Hopefully it will in later releases, as I think they make a real improvement.
nitin/AguirRe
About the whole idgamma thing... I hadn't even thought about it to be honest. Maybe I should tell people to switch it off in the readme. I guess I'm not running it though, as the brightness looks the same to me. As I was making these, I had the original texture extracted from the .bsp, and put on a higher layer in Photoshop, which I turned on and off to check I was making them the right brightness/colour.
Gnear
Hi, I love the texture pack, what caught my eye the most in the remodeled shotgun (second to last SS) I know its not part of the pack, but can anyone please tell me where I could get it from?
Thanks, and sure thing, it's actually only a retextured shotgun, but you can get it on Moon[Drunk]'s page here:
http://w1.470.telia.com/~u47016112...
QFan
some of them are based on the original quake retexturing project, aren't they?
No sir. I made a point of not really looking at any other retexturing packs while making these, so I wouldn't make anything too derivative. The only time I looked was making that stupid light texture with the black background and the bars going across it. I couldn't even tell what was going on in the original, so I used theirs as inspiration :)
frag.machine
I tried the textures and, overall, they look very good - better than the QRP ones. That said, there are a couple of wall textures that just looks too poor in detail and blurred - as if they were actually just resampled images from the original 8-bit, mostly when you look details like blood stains. Maybe because some of those are 256x256 pixels wide while other use 512 pixels, I don't know exactly - I know it's very hard to match the equilibrium point between the original decaying look-and-feel and the temptation to make everything screaming "hey, I am using 24 bit-colors!"
very good observation there actually. It is true, some of the earlier textures I did in this project were only 2x the resolution, and most of those are large wall panels with the windows and the light white concrete bit. I hope to go back and up the detail on the ones that need it on the next release. I wanted to fix this but didn't have time before the end of the expo.
New Release
#44 posted by nitin [138.217.3.207] on 2006/08/03 06:50:25
what there's more :)
starbuck, might be handy to mention the whole idgamma thing in the readme, no idea how many people use it though so could be not so important.
anyway, aguire's suggestion works great.
And where are good e3 metal textures, link please ?
New Release
#45 posted by starbuck [82.40.164.223] on 2006/08/03 10:20:17
indeed sir, I plan to update the pack soonish, to improve some textures I feel are kind of substandard, and do a few tweaks. The other plan is to include all the mission pack base textures, but I haven't started on that, as I can't find the mission pack cds :P
Also, I mean to support some more good maps. Any suggestions would be very useful. Biff's maps maybe? Notorious_ray? I've got a far from encyclopedic knowledge of idbase maps, so please remind me of the good ones.
And where are good e3 metal textures, link please ?
I think the Quake Retexturing Project ones are good, but you'd have to pick them out by hand, as you can only download a pack with all the textures they've done.
http://facelift.quakedev.com/retex...
(about 170mb)
Ok Wait Now Hold On
#46 posted by czg [213.115.252.84] on 2006/08/03 11:21:40
I just noticed this texture:
http://facelift.quakedev.com/retex...
It's a single tile repeated 5*3 times? What the hell is the point of this?
:psyduck:
Czg:
#47 posted by metlslime [204.15.3.5] on 2006/08/03 14:05:48
they have to match the aspect ratio of the original texture becuase the UV mapping is determined by the original texture.
As for why it's so repetitive, i'm guessing laziness.
Ray's Map
#48 posted by nitin [138.217.3.207] on 2006/08/03 15:39:19
heaxameron's a good one, uses a lot of different base textures.
What About The Bmodels ?
#49 posted by frag.machine [192.85.47.1] on 2006/08/04 10:52:55
Do you intend to replace textures to health boxes and the rest of this stuff ?
Bmodels
#50 posted by Spirit [80.171.9.166] on 2006/08/05 02:43:21
The remodeling project has pretty decent ones:
http://facelift.quakedev.com/downl...
Aye...
#51 posted by distrans [131.172.4.45] on 2006/08/09 22:18:53
Starbuck greets the fall and in thrall we revist. Wonderous Quake child.
Damn...
#52 posted by distrans [131.172.4.44] on 2006/08/09 23:04:27
re-vi-sit

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