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Member 312 posts
Registered: Jun 2006
- A greyhish textures pack for deathmatch maps. These textures are based on #QRP project, i've only adapted them to my work - Set r_drawflame 0 and r_loadlitfiles 0 (then restart map) for a nice fx, more greyish. - U can use my simple items pack for a better visual, and colored teleport/lava texture too : Wanna see more ? DONE : - AEROWALK- DM2 (one texture is missing atm, i'll fix this asap) - DM4 (one texture is missing atm, i'll fix this asap) - DM6- ZTNDM3- ZTNDM3q (just copy ZTNDM3 and rename it) TODO : - DM3 - All map which use original textures... Have fun.
News Writer 2260 posts
Registered: Jan 2006
im looking forward to dm3!!
Member 312 posts
Registered: Jun 2006
It's the next to my todolist Maybe tonight...
Member 1026 posts
Registered: Feb 2006
- ZTNDM3q (just copy ZTNDM3 and rename it) no. put this into your config: mapgroup ztndm3 ztndm3q pkeg1 (and so on) this way all maps will use the same textures as the first one in the group
Member 312 posts
Registered: Jun 2006
Oh ty for the precisions, Aquashark DM2 done, link updated !
Member 6 posts
Registered: May 2007
This is some great stuff PrimeviL! Keep up the good work.
Member 26 posts
Registered: Feb 2007
Member 70 posts
Registered: Jun 2007
Add for Russin topik QuakeWorld GFX GOOOOOOOD!!!! [url=http://community.livejournal.com/rdm_ru/][img]http://img216.imageshack.us/img216/7192/rdmfs0j
Member 16 posts
Registered: Mar 2006
any chance that dm3 is ready?
Member 231 posts
Registered: Jan 2006
This i gotta try when i get home. What about dm3 and e1m2?
Member 1011 posts
Registered: Feb 2006
? surely this is simply a case of running imagemagick over all the textures to make them grayscale?
$ cd ./qw/textures $ find . -name *.png -exec mogrify colorspace gray {} \;
or are you actually playing with specific textures to make them look optimal?
Member 284 posts
Registered: Oct 2006
? surely this is simply a case of running imagemagick over all the textures to make them grayscale?
$ cd ./qw/textures $ find . -name *.png -exec mogrify colorspace gray {} \;
or are you actually playing with specific textures to make them look optimal? Well you also need to do brightness tweaking and might have to do it per map tile basis. I did mine through imagemagick and just honing brightness, but in the end they just don't look as nice with gamma at around 0.5 what I use :/ At gamma 1 they looked pretty nice.
News Writer 309 posts
Registered: Sep 2006
- A. - U can use my simple items pack for a better visual, and colored teleport/lava texture too : . It's not there dude
Member 229 posts
Registered: Aug 2007
These look awesome. Any chance on getting dm3 soon? I hate the default texture colours in it. E1M2 would be cool also. Bigs. EDIT: Played some games with these. They give maps a frost feeling. Like ppl fighting in a frozen complex. Love it. Now we need some icy skyboxes and snow on hud numbers. TEAM QUAD [need nothing] shaga loses another friend shaga discovers blast radius QUAD
Member 119 posts
Registered: Mar 2007
how about a nice grey teleport for those textures ... :] just change jpg to png with paint etc.(u know what i mean) ;] I will either find a way or make one !
Member 229 posts
Registered: Aug 2007
dm3 dm3 TEAM QUAD [need nothing] shaga loses another friend shaga discovers blast radius QUAD
Member 119 posts
Registered: Mar 2007
patience people ... good things take time soon ... very soon i can feel it I will either find a way or make one !
Member 119 posts
Registered: Mar 2007
duuuude dm3 and e1m2 ...... UPDATES pleaaase I will either find a way or make one !
Member 229 posts
Registered: Aug 2007
Cool weather? TEAM QUAD [need nothing] shaga loses another friend shaga discovers blast radius QUAD
Member 186 posts
Registered: Jan 2008
did you ever do dm3 and e1m2?
Member 229 posts
Registered: Aug 2007
TEAM QUAD [need nothing] shaga loses another friend shaga discovers blast radius QUAD
Member 229 posts
Registered: Aug 2007
Anyone able to make photoshop(or using some alternative software) batch for dm3 and e1m2 to get them greyscaled? I myself don't know anything about using ps. Perhaps it wouldn't be as cool as these primevils hand tuned versions are but at least it would be something. TEAM QUAD [need nothing] shaga loses another friend shaga discovers blast radius QUAD
Member 1102 posts
Registered: Jan 2006
It's a piece of cake if you got Imagemagick installed: mogrify -type Grayscale *.jpg in the folder you are in converts all images ending with .jpg to grayscale.
Member 229 posts
Registered: Aug 2007
I now tried irfanview's greyscale batch conversion but quake won't load textures. It just says: "Bad number of componants in jpeg name_of_the_texture.jpg" for every texture it tries to load. TEAM QUAD [need nothing] shaga loses another friend shaga discovers blast radius QUAD
Member 355 posts
Registered: Jun 2006
Don't use .jpg, output files in .tga or .png.
Member 51 posts
Registered: Jul 2007
I once made me a pack with a greyed tb5. Some textures (like buttons, etc..) I left colored. But I dont have them for every single map its just one big package (~107mb, zipped (with 7z) ~36mb). It lookes like this: I'm uploading it to the Shub-Hub right now. Will edit the link in this post as soon as its finished. edit: http://shub-hub.com/files/textures_replacement/grey_textures_all_maps.7z
Member 229 posts
Registered: Aug 2007
Thank you senft. My hero. TEAM QUAD [need nothing] shaga loses another friend shaga discovers blast radius QUAD
Member 202 posts
Registered: Dec 2006
I now tried irfanview's greyscale batch conversion but quake won't load textures. It just says: "Bad number of componants in jpeg name_of_the_texture.jpg" for every texture it tries to load. Just run another pass, converting back to 24-bit colour.
Member 2 posts
Registered: Jan 2009
please. reupload this textures
Member 805 posts
Registered: Mar 2006
https://tinyurl.com/qwbrasil - QuakeFiles
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