let's make quake
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Entar - Posts: 439
- Joined: Fri Nov 05, 2004 7:27 pm
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Just a thought... for the sake of an early version being released sooner rather than later, one could take this approach while we don't have .wad's available: just compile the GPL'd Quake maps without the .wad (or with whatever bits of wads that are available) and use external textures from a retexturing project.
Yeah it would exclude older engines like WinQuake and GLQuake, but it'd get things rolling faster.
Yeah it would exclude older engines like WinQuake and GLQuake, but it'd get things rolling faster.
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Entar - Posts: 439
- Joined: Fri Nov 05, 2004 7:27 pm
- Location: At my computer
Or you could just quickly make wads out of downsampled retextures
I wonder how that would look actually, in an old engine
I wonder how that would look actually, in an old engine
F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe.
- Sajt
- Posts: 1215
- Joined: Sat Oct 16, 2004 3:39 am
Answer: Rather nasty, I tried doing some with Fimg a couple of months ago. The problem with downsizing and reducing the colors is the important details of the image tend to get lost. It may have just been the textures I tried though, Fat Controller's downsampling of the Quake 3 textures looked nice, iirc.
- FrikaC
- Site Admin
- Posts: 1026
- Joined: Fri Oct 08, 2004 11:19 pm
Entar wrote:Just a thought... for the sake of an early version being released sooner rather than later, one could take this approach while we don't have .wad's available: just compile the GPL'd Quake maps without the .wad (or with whatever bits of wads that are available) and use external textures from a retexturing project.
The retexturing project derives from some Quake textures, trademarks and is a license mess so I wouldn't go near that for a "lazy" approach.
i should not be here
- leileilol
- Posts: 2783
- Joined: Fri Oct 15, 2004 3:23 am
Entar wrote:Just a thought... for the sake of an early version being released sooner rather than later, one could take this approach while we don't have .wad's available: just compile the GPL'd Quake maps without the .wad (or with whatever bits of wads that are available) and use external textures from a retexturing project.
Yeah it would exclude older engines like WinQuake and GLQuake, but it'd get things rolling faster.
Don't waste your time. Most of the cases high-resolution textures look like crap when downsampled to the 8-bit Quake palette.
The way CheapAlert is doing is much slower but is the Right Thing(tm). AFAIK all the original Quake artwork was made directly in 8 bits.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC
(LordHavoc)
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frag.machine - Posts: 2090
- Joined: Sat Nov 25, 2006 1:49 pm
If someone wants to contribute a texture, what format and dimensions should it be in before it's given to Cheapy, .pcx? I'm thinking of doing a little texture artistry for this thing.
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Entar - Posts: 439
- Joined: Fri Nov 05, 2004 7:27 pm
- Location: At my computer
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