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Postby leileilol » Thu Feb 01, 2007 7:02 pm

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Postby Entar » Thu Feb 01, 2007 7:22 pm

That's looking good, Cheapy. Keep it coming :)
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Postby Megazoid » Thu Feb 01, 2007 8:54 pm

For god sake... make a hum wav....

Just kidding, good luck with it. :D
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Postby FrikaC » Thu Feb 01, 2007 10:53 pm

Much better than stock OpenQuartz
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Postby Sajt » Fri Feb 02, 2007 5:39 pm

Excellent... now the num font, it hurts my brains
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Postby Entar » Fri Feb 02, 2007 7:23 pm

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.
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Postby Sajt » Fri Feb 02, 2007 7:47 pm

Or you could just quickly make wads out of downsampled retextures :)

I wonder how that would look actually, in an old engine
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Postby FrikaC » Fri Feb 02, 2007 8:47 pm

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.
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Postby leileilol » Fri Feb 02, 2007 8:50 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.
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Postby frag.machine » Sat Feb 03, 2007 1:34 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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Postby FrikaC » Sat Feb 10, 2007 7:55 pm

I find myself wondering what tool you're using to import these graphics into the game!
Last edited by FrikaC on Sat Feb 10, 2007 11:45 pm, edited 1 time in total.
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Postby leileilol » Sat Feb 10, 2007 9:16 pm

obviously not fimg! it's adquedit!!!
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Postby FrikaC » Sat Feb 10, 2007 11:44 pm

:(
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Postby Entar » Tue Feb 20, 2007 8:47 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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Postby leileilol » Tue Feb 20, 2007 9:03 pm

same exact resolution and color depth as the originals. Being different would obviously break compatibility.

made the gfx look more quakey
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