#101 2019-10-03 03:36:15

zauberberg
Guest

Re: ad_sepulcher and SP maps HD textures and more

qazzaq wrote:

If You obtain all, specified in post#1, You should no have any troubles. What about Mac, hard to say, cose I'm sitting on Win.

I downloaded the files referenced in this link because I was just trying to get AD to work first before trying other single player maps. http://www.nextgenquake.com/topic/arcan … -overhaul/

So I guess I'm just wondering if I have to download everything else you mentioned in this thread to get AD working. That would be fine; it just wasn't intuitive to me.

It's weird because my original quake game has HD textures but not AD.

#102 2019-10-03 05:16:23

qazzaq
Member

Re: ad_sepulcher and SP maps HD textures and more

You did it all right.

But there is little remark: in her thred
http://www.nextgenquake.com/topic/arcan … -overhaul/

Talisa wrote:
"NOTE: these texture-packs do NOT include duplicate textures, meaning that you will need ALL texture-packs to have every single map in full HD.
if you play a map and find that not all textures are HD, make sure you have all previously-released texture-packs installed too."

That's definitely all, that You need to do.

#103 2019-10-03 08:31:54

zauberberg
Guest

Re: ad_sepulcher and SP maps HD textures and more

thanks qazzaq. I guess I just don't know what the "previously-released texture-packs" would be. If it means the QRP textures, I have those. If it just means have all the texture files in that nextgenquake thread are dependent on each other to work (so that you need them all together in the directory), I have all those files in the directory.

So it seems like I did it right but it's not working. Some levels are okay but many are not significantly changed. I'm also using Quakespasm and not Darkplaces. I understand if you're not really able to help. I just thought I'd post if anyone had a solution or similar problem.

#104 2019-10-03 11:28:49

qazzaq
Member

Re: ad_sepulcher and SP maps HD textures and more

Damn, it is my fault! Usual Quakespasm do not recognise content, packed in .pk3, it can Quakespasm-Spiked and Darkplaces etc.
You should extract texturepacks into id1/ folder. Sometimes I write it in readme files. I should write it everytime.

Last edited by qazzaq (2019-10-03 11:31:21)

#105 2019-10-04 02:21:34

zauberberg
Guest

Re: ad_sepulcher and SP maps HD textures and more

Oh no worries, that helps a great deal. Many thanks for that clarification qazzaq (and for your retexturing work)!

I'm trying now and got another weird thing to happen, with Quakespasm-Spiked this time, where I get the error message "error: out of handles" if I add too many .pk3 files to the id1 folder. Haven't seen many other posts about this after searching online.

#106 2019-10-04 04:55:57

qazzaq
Member

Re: ad_sepulcher and SP maps HD textures and more

Not shure if it should work, but try run QSS with next parameter:

    ...\yourquake.exe -heapsize 512000

By the other hand, there is easy way to solve it - simply unpack few  .pk3 (it is usual zip file with renamed extention) files in separate folder, than pack it again (do'nt forget keep files in /textures folder inside pk3), making new arhives about one Gb in size.
Rarely may happen conflict " file allready exist" - just keep newer one.

#107 2019-10-04 08:55:03

zauberberg
Guest

Re: ad_sepulcher and SP maps HD textures and more

Awesome. The only way it worked for me so far was to turn the .pk3 files into .zip files and unarchive them, and then merge them into the AD textures folder. Hopefully that way also works, even if it takes up more space. I don't know if it makes the game run slower or something.

#108 2019-10-06 14:57:13

qazzaq
Member

Re: ad_sepulcher and SP maps HD textures and more

swjam_maxx "Urine for a Treat"
by MortalMaxx

HD textures v. 1.0

4N4OMOa.jpg

https://drive.google.com/open?id=1FMmvT … FDQMRHr7U2
(17 Mb)

#109 2019-10-06 17:26:32

qazzaq
Member

Re: ad_sepulcher and SP maps HD textures and more

Rubicon One/Two Redux v.1.0

Update:

Please rename file

jf_rust04_luma.tga
to
jf_rustlt4_luma.tga

inside
Rubicon_one_wad_Redux_CV_1.0.pk3

or in ...id1/textures/ folder

////////////////////////

since 26 october already  fixed

////////////////////////

Last edited by qazzaq (2019-11-03 08:36:37)

#110 2019-10-08 07:33:08

qazzaq
Member

Re: ad_sepulcher and SP maps HD textures and more

If You like new rubicon textures, You can also update textures for Bile Plant (warpb) of Warpspasm by Ijed.

Warpspasm by Ijed
HD textures update v.1.1

(updated to Rubicon textures v.2.0)

jA2EucZ.jpg

https://drive.google.com/open?id=1fFeFL … MmKAbEGqRn

(16 Mb)

#111 2019-10-08 09:37:11

Blood Vengeance
Member

Re: ad_sepulcher and SP maps HD textures and more

Oh I like it even more, with that rusty look

#112 2019-10-12 16:06:30

qazzaq
Member

Re: ad_sepulcher and SP maps HD textures and more

I very like QSS engine for all that can QS classic plus all, that can’t QS classic, but QSS do, especially for .pk3 and skin HD replacement for .mdl support. (I don’t really understand, why it two simply things still not realized in Quakespasm.)
   
   I want report/get help to fix one sadly bug in QSS:
On some maps models (monsters, ammo boxes, other entities) are stuck in ceiling and walls, or simply in air. Like this laser fences out of place on rub2m2 map:

PFv07di.jpg

Unexpected for myself, I found decision to solve it!
I just run QSS with

sv_protocol 999

Tested on Rubicon 2 and RRP and bug not happened.

#113 2019-10-14 17:56:46

qazzaq
Member

Re: ad_sepulcher and SP maps HD textures and more

I tried to make Floyd HD skin for Rubicon2/RRP.

You might like it.

clIvqG8.jpg

https://drive.google.com/open?id=1fQrQ- … 3J7_kSI5nj
(22 Mb)

#114 2019-10-26 14:59:10

qazzaq
Member

Re: ad_sepulcher and SP maps HD textures and more

RRP (R U B I C O N  R U M B L E  P A C K) Redux v.1.0

(RRP HD Textures ver.2.0)

RRP
by:
Hrimfaxi, ijed, mfx

# Additionally pack conteins HD textures for

sm198_mug by Mugwump

XQa5cCT.jpg

https://drive.google.com/open?id=1CPeur … zRW5em1zFf

(302 Mb)

Last edited by qazzaq (2019-10-27 15:20:27)

#115 2019-10-27 10:31:51

Blood Vengeance
Member

Re: ad_sepulcher and SP maps HD textures and more

Is the link wrong? It's a 30 mb file, not 302

Last edited by Blood Vengeance (2019-10-27 10:33:14)

#116 2019-10-27 15:22:34

qazzaq
Member

Re: ad_sepulcher and SP maps HD textures and more

Link fixed.

#117 2019-11-18 11:28:58

qazzaq
Member

Re: ad_sepulcher and SP maps HD textures and more

IKBase HD textures Redux

(IKBase HD textures v.2.0)

Pack contains ALL textures from original ikbase.wad (by  Iikka "Fingers" Keränen),
and textures, based on it and modified by various mappers.

See readme for list of supported maps.

kRBamAY.jpg

https://drive.google.com/open?id=1Z1xML … UNyN0_VVzM
(200 Mb)

Last edited by qazzaq (2019-12-16 09:12:25)

#118 2019-11-19 15:26:29

Blood Vengeance
Member

Re: ad_sepulcher and SP maps HD textures and more

Wow, that IKbase is beautiful. Here's how it looks on the map The Final Threat (the same you've taken the screenshot) with colored lights (.lit generated with WinMHColour) and higher resolution texture mega enforcer OfIX9nt.jpg

Last edited by Blood Vengeance (2019-11-19 15:26:55)

#119 2019-11-20 07:00:37

qazzaq
Member

Re: ad_sepulcher and SP maps HD textures and more

Thanks for feedback.
Colored lights looks awesome. Share it for community, it may be usefull!

#120 2019-11-22 18:06:54

qazzaq
Member

Re: ad_sepulcher and SP maps HD textures and more

I discovered for myself absolutely perfect programm - WinMHColour (thanks to Blood Vengeance).
This little tool can make magic!
.lit gnerated for few second ( rare - minuts).
Now eweryone can colorise your favorite maps. It fast and easy.
Unfortunately, creator of this programm is not specified, so, please, credit it someone.

http://www.quaketastic.com/files/tools/ … ur2010.zip

Last edited by qazzaq (2019-11-22 18:07:53)

#121 2019-11-22 22:43:18

Blood Vengeance
Member

Re: ad_sepulcher and SP maps HD textures and more

The author is MH. Unfortunately not always the result is satysfing, especially when it adds unnecessary red lights. Anyway best results are with base and runic/netherworld maps

#122 2019-11-23 06:24:30

qazzaq
Member

Re: ad_sepulcher and SP maps HD textures and more

I agree about too red light sometime, but for oldscool-themed maps result is perfect. Otherwise, pop-art in thread to ;)
I don't even try to colorise modern (2014+) maps. Now as default maps goes vith coloured lights, and when it not, I thnk, mapper didn't .lit by design.

#123 2019-12-08 09:27:12

qazzaq
Member

Re: ad_sepulcher and SP maps HD textures and more

hwjam2 QuickFix

Solve conflict of duplicate texturenames  (it only happens with hd textures replacement used),
added some minor textures.

hwjam2_here
TQuOjix.jpg

https://drive.google.com/open?id=1KMz4M … 3R6oO77H92
(25 Mb)

#124 2019-12-16 08:50:48

qazzaq
Member

Re: ad_sepulcher and SP maps HD textures and more

cr8_WAD HD Textures Redux

(cr8 HD textures v.2.0)

Pack contains ALL textures from cr8_set.wad and others based on it.

jam1_skacky
j9bZvdF.jpg

heresp5
BUmoNWT.jpg

xmasjam_bal
G8KgSc7.jpg


https://drive.google.com/open?id=1q8tS4 … ZAVWdg1zU1
(135 Mb)

+++

cr8 HD textures v.2.1 update

Added few textures appeared in warious maps.
https://drive.google.com/file/d/1U8ibC8 … sp=sharing
4 Mb

Last edited by qazzaq (2020-06-01 12:20:29)

#125 2020-01-07 15:37:25

qazzaq
Member

Re: ad_sepulcher and SP maps HD textures and more

smej - MENETETTYJEN VALTAKUNTA (Realm of the Lost)

HD Textures v.1.0

w1m7
wIjxc3u.jpg

w1m1
BgfnQgX.jpg


https://drive.google.com/open?id=1QwkLI … umQfcY9_ab

(90 Mb)

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