o'dium wrote:A) the texturing is really poor. Scale it up to reduce repeating.
B) I dont think you can use Quake 1 RT textures in a map with permission from each author.
C) Its looking a tad boxy...? No real detial, you know, not edges, no good sense of where a surface will end, it just "ends".
A) you mean dm6 only or dm4 too ? I know of that on dm6 and will change that. I just finished all the proper mapstages for the textures and now the tiling is more obvious then before.
B) I used the textures as a base, all diffusemaps have been flattened, normalmaps were mostly modelled in zbrush, speculars and heightmaps were made from scratch. I am trying to get some answers from the RT guys if they want my work but so far no answers. But I know the qwr mod had permission to use them, so its looking good. If i dont get permission I will make new diffuse textures, so its no big deal.
C) I dont know if I should add more detail then in the original or not. I wanted to wait for some feedback, perhaps i will add some trims raven-style (with patches) and the torches are missing too.
I can't say I'm keen on either of these Q1 remakes at all, the materials on both need a lot of work and lighting that borders on Cranky Steveishness. You're building for a whole new engine here, you really need to think about how to apply its strengths to a classic Quake style. Simply taking old-style textures with quickie normalmaps, and copying the old layouts brush for brush, is not going to cut it. It all needs a lot more detailing, careful balancing between the capabilities of the new tech and the feel of the old, and some real flair in the design. This will take a long time to get right. The DM4 is a lot better than the DM6 though.
Try to imagine what the original designers would have done with the tech. It wouldn't be a square room with a single brick texture
(As an aside, I've only seen a tiny handful of remake projects for any games or maps that I felt were successful - it's very difficult to get it right)
I am aware of what you said, it just wasnt in my hands to make these decisions. Depending on what will happen with qwr and the maps I will put more time on details. But let me tell you its no quickie-job on the textures ! I remade almost every texturemap 3-4 times till I got them looking somewhat decent. just compare to the previous version in the link.
@rest : Its a bsp2map conversion because it was made for qwr mod (mp part of quakeremix) and not for baseq4 in mind. I would have rebuild from scratch but some people in qwr wanted to use the original brushwork and just adding detail because its faster.
Although (to be devil's advocate a little bit), if you're going to make just about everything as close to being exactly like Quake/QuakeWorld as you can, what is the motivation for having it in the Quake 4 engine?
giving qw a new and modern platform was the goal. but the main reason to stay true to the original was really more because you can port and test the features more easily. Things like movement physics, weapons, scales etc. can then be better compared then on ravens maps.
Decompiling does suck, and theres no point to doing it on these old Quake 1 maps as the detail is too poor anyways. Yo uan make the same map in no time at all. I would remake parts of it myself so it looked a lot better.
It's been a while since I post here. Here's a few shots from my recent works: Ruiner:
[lvlshot]http://img75.imageshack.us/img75/7780/ruiner4sj.jpg[/lvlshot] [lvlshot]http://img75.imageshack.us/img75/6638/ruiner24by.jpg[/lvlshot]
A Man Called Sun:
[lvlshot]http://www.planetquake4.net/beta/images/l4dm4_6.jpg[/lvlshot] [lvlshot]http://www.planetquake4.net/beta/images/l4dm4_3.jpg[/lvlshot]