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Member 182 posts
Registered: Mar 2006
Alfader and Nergal have been working on a project to re-texture Quake using DarkPlaces features and they call it the Quake Reforged Project ( http://www.quakeone.com/reforged ). Although DarkPlaces is the target engine, the textures work with Qrack (less DarkPlaces features) so they presumably should work fine with ezQuake. Some samples: According to the site, the work is licensed under the GPL. And the discussion thread where they have been posting screen shots is here. -------- Is that a roll of toothpicks in your pocket or are you just happy to see Sassa?
News Writer 169 posts
Registered: Dec 2007
That looks awesome, gonna spend some time checking it out.
Administrator 1864 posts
Registered: Feb 2006
This look very nice, but so far they've only done monster skins right? The map textures and weapon models is not theirs right? But it looks very nice so far
Member 252 posts
Registered: Dec 2006
Looks awesome, do i need a super computer to run it at 10 fps? 'on 120 ping i have beaten mortuary dirtbox and reload' (tm) mz adrenalin 'i watched sting once very boring and not good at all' (tm) mz adrenalin [i]'i shoulda won all
Member 182 posts
Registered: Mar 2006
This look very nice, but so far they've only done monster skins right? The map textures and weapon models is not theirs right? But it looks very nice so far I *think* the map textures are Rygel's Texture Pack. Rygel has posted his stuff here before and it is hosted @ Quaddicted still I think? [Unless Spirit got mad at the bandwidth consumption, hehe.] -------- Is that a roll of toothpicks in your pocket or are you just happy to see Sassa?
Member 182 posts
Registered: Mar 2006
More pics ... Click to enlarge: -------- Is that a roll of toothpicks in your pocket or are you just happy to see Sassa?
Member 793 posts
Registered: Feb 2006
Member 132 posts
Registered: Mar 2006
They released full monster pack few days ago! Mine do no spaek engrish!
Administrator 1864 posts
Registered: Feb 2006
Yeah AAS, but I don't get it... it still looks bad on the low-poly models :/
Member 132 posts
Registered: Mar 2006
Zalon, just turn on your imagination! Probably ultra gfx & lighting preset in darkplaces will help too Mine do no spaek engrish!
Administrator 1864 posts
Registered: Feb 2006
Yeah, I'm just wondering why they don't update the models as well? To me it feels like a waste with such high quality textures on those low poly models :/
Member 370 posts
Registered: Mar 2008
Member 1102 posts
Registered: Jan 2006
Is that a floating redneck?
The level textures look really awful. Is that a metal grating in the corner?
Member 370 posts
Registered: Mar 2008
Is that a floating redneck?
The level textures look really awful. Is that a metal grating in the corner? Lol. It's custom textures for E1M2.
Member 284 posts
Registered: Oct 2006
I agree about the models. Another gripe I have with Darkplaces, Tenebrae etc is the fakeness that heavy bump-mapping and lighting bring to the game. All the walls and some of the models look like they have been bump-mapped and covered with tinfoil that has the actual texture. I'm not saying it has to look realistic, it's a game, but now it just looks too fake / tinfoily. This isn't such a big problem with games like Mass Effect which have futuristic and very metallic materials in the maps and everything is very plastic like to begin with. But in a game like Quake, where you have a lot of more oldschool and worn out materials like rock and abandoned bases, it just doesn't work. I think the project has done a great job with the textures themselves. The Death Knight and Ogre textures look really sweet, the DK especially, since its armor is metal, so the aforementioned problem doesn't affect it as much, but the Ogre as a more organic beast suffers from the tinfoil effect. Just look at the walls in this pic, it looks especially weird when the floor doesn't stand out at all: Tinfoil Ogre:
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