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Posted

I just remembered the authors of Quake Revitalization released their texture and models with fairly free licence.

You can use them if you thanks them putting their name and site name in the credits.

 

Since we are speaking of FM I think it would be fine if you:

put the thanks in easily findable readable, in the briefing or in a file called `readme' or `licensing.'

This last solution is probably the most difficult since it would mean you need to distribute two files (.pk4 and the readme) instead of one.

 

Quake levels are very variegated so there might be some useful texture or model.

Just fyi.

Posted (edited)

My personal opinion about hires texture packs is that most of them is like ' oooh we put little cracks everywhere and everything is real sharp...'

 

And that kills the previous magic of low detail texturing that leaves space for imagination to heal its wounds but these just say it straight " its this boring, see? "

Edited by _Atti_
Posted

My personal opinion about hires texture packs is that most of them is like ' oooh we put little cracks everywhere and everything is real sharp...'

 

And that kills the previous magic of low detail texturing that leaves space for imagination to heal its wounds but these just say it straight " its this boring, see? "

 

agreed. In low poly model and maps, it kills the atmosphere. But there'll be no problema on TDM I believe.

Posted (edited)

etdarkb: hm,you misunderstood. I just stated my opinion on high res texture packs for old games, i dont intend using either that nor the originals.

Edited by _Atti_
Posted

Hijacking the thread already from the second post I see...

 

agreed. In low poly model and maps, it kills the atmosphere. But there'll be no problema on TDM I believe.

Yep, I am not a texture expert by I think those are comparable with the TDM ones in size and resolution.

Maybe an actual painter of textures should verify.

Posted

They're comparable in size and resolution, but that doesn't mean we should use them. They're not made with a modern gaming engine in mind...they're just higher res versions of the old textures. Many, if not all, have some shading details drawn into them since the old engines didn't use bump maps. Not exactly usable in a modern engine.

Posted

Oh well... pity.

 

Well, it's not that great a loss. We have lots of textures for use in the mod, and those in that Quake project are recreations of original quake textures, it's not like we would want TDM to look like quake. :) It would be just as much work to put those textures in game as it would be to make new textures from good texture sources...mainly because bump and specular textures would still have to be created from scratch for all of those quake textures. I don't think we have any shortage of textures at this point.

Posted

I am always pro high-res texturepacks in old games. I recently played Deus Ex again and the highres texturepack improved the visual quality a lot... And I don't get it, that there's supposed to be some sort of magic going on with lowres textures. It's just blurry!! ;D

Posted

It's not so much 'magic' as it is that the lower detail/ low res textures often gave older games like Quake and Thief the illusion of the textures looking much more 'gritty' and 'worn' than they actually were. Often the folks upsizing the textures are being so faithful to the source material that they simply recreate the textures with the same level of detail as the originals, only at 1024 x 1024 or whatever size. Sure, they look crisper and clearer...but detail and resolution are two completely different things.

 

The lower res just gives an illusion of being more dirty and gritty. That has to be compensated for if the higher res textures are to preserve the same atmosphere.

Posted

Of course, explicitly putting dirt on textures can cause the textures to tile really badly... :) (Which is why TDM mostly uses decals for dirt.)

 

Texture packs can be done well - JohnP's texture pack for Thief 3 was really good, for example. I can see how doing one for an older game would be problematic though; going from 64x64 to 512x512 is quite a leap.

My games | Public Service Announcement: TDM is not set in the Thief universe. The city in which it takes place is not the City from Thief. The player character is not called Garrett. Any person who contradicts these facts will be subjected to disapproving stares.
Posted (edited)

For Oblivion I found 2048x2048 ground textures (and 4048x4048 Landscape textures), which is also quite a step up from 512x512. But here, you of course have more grounddetails to work with... Those texture packs were pretty good as well. To be honest, Oblivion was painfully ugly without them! :) There were really cool mods and graphic tweaks for that game.

Edited by STiFU

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