User panel stuff on forum
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Graphics Discussion
2012-08-14, 08:16
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Hi there folks!

I've for a long time been wanting to be able to have a normal resolution picture on dm2-wall (muh_bad.jpg) while going with my patented legoquake™ looks (gl_max_size 4).

Now, is there any command, or combinations of commands, that could enable this?
Any nice hack or whatever?
I remember "Jogi" gave me a hacked ezquake-executable that somehow managed to do the job, years ago But would be nice to be up to current versions and valid.
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2012-08-16, 10:16
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Oct 2006
Three options:
1. Build your texture set that emulates gl_max_size 4
2. Ask Jogi to build you an updated hacked executable
3. Get over it and play without Jesus.
2012-08-16, 23:33
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Thanks for the reply Tonik, Zalon suggested something like that.
Quote:
(23:24:52) Zalon: sd-bps, just resize it to x times what your mipscale level is

So I resize muh_bad.jpg which is 480x288px to 1920x1152px. Nothing happens. What am I missing?
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2012-08-17, 08:54
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It would work if you were using gl_picmip, but not with gl_max_size.
2012-09-05, 15:37
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bps wrote:
Thanks for the reply Tonik, Zalon suggested something like that.

Thought you said that you were using legoquake, not max_size... Then it's not possible without changes to the client.

You can fake it however, by making a texture pack with 1 colored textures and then a large one for the bigroom one
2012-09-06, 03:23
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Mar 2006
Use a gpl version of dm2 with the native flat textures, and then ONLY use THAT texture for an external texture.
I dont know the command in your client (Ez) but enabling external textures will only use external textures found else, it uses the .wad textures, which would be flat anyways.....
While ur at it does anyone have jesus pics for the face on the hud?!?
2012-09-06, 07:34
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Zalon wrote:
You can fake it however, by making a texture pack with 1 colored textures and then a large one for the bigroom one

"1 colored textures" would make it all flat and ugly. I will have to fake max_size 4 by resizing all other textures with 400% and "nearest neighbour", am I right?
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2012-09-06, 08:46
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Okay, so I did you a favor, dm2_lego.zip SOME of the dm2 textures pixelated for you 64x64 .png format.
Seems like i'm missing a few, but it's a start... also looks better if u use gl_texturemode gl_nearest. I used photoshop and just copied the image from the wad then ran the pixelate filter, with mosaic 10%. Gimp might have a similar filter.
2012-09-06, 14:22
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Wow, thanks alot Sputnik!
Can't test now since I'm at work, but looking forward to when I get home tonight.
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2012-09-06, 16:11
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Standard gl_max_size 4, gl_texturemode "gl_nearest"
http://www.quakeone.com/qrack/ss/qrack215.jpg


New filtered textures, gl_texturemode "gl_nearest"
http://www.quakeone.com/qrack/ss/qrack216.jpg


I used FIMG, btw to open the wad file. I dont have a link to the wad file for map textures.
2012-09-08, 10:02
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Okey, I finally got my head around this and finally finished up all dm2 textures!
Now it's "just" to make similar stuff for dm3,dm4,dm6,aerowalk,ztndm3...

Screenshot below:
http://blaps.se/qw/screenshots/dm2-lego-textures-preview.png

Thanks and creds to Sputnik for helping me!
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2012-09-08, 11:51
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Aug 2011
To save some time:

gl_miptexLevel 2
gl_picmip 2
gl_max_size 16384

Edit:
http://hem.passagen.se/awman/SD/ezquake021.jpg
carrier has arrived - twitch.tv/carapace_
2012-09-08, 12:14
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bps wrote:
Now it's "just" to make similar stuff for dm3,dm4,dm6,aerowalk,ztndm3...

You could just make a script that turns on external textures world and changes max size when map changes to dm2, and back if it's not
2012-09-09, 16:27
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you're right!
how could this script look? could anyone deliver that for me pretty please?
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2013-02-24, 13:34
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Aug 2006
Looks ok. What gl_picmip / gl_miptexLevel & gl_max_size do you use bps?
2013-05-15, 00:29
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Aug 2006
BPS: please share your dm2 texture, they looking good. If you have fixed dm3,dm4,dm6,aerowalk,ztndm3 texture aswell !? plz contact me.
2013-05-15, 00:51
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Mar 2008
I'd like to have that teleport texture...
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