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this guy is remaking quake3 textures

Posted: Mon May 21, 2007 5:17 pm
by leilei
and by remake i mean 'resize and add sharpen'

Image

ROFL

Posted: Mon May 21, 2007 5:34 pm
by Don Carlos
AMAGAH!!

Posted: Mon May 21, 2007 6:16 pm
by seremtan
a clueless dork wrote:No I did not just apply photoshop grain to everything to make it cheaply detailed. I didn't recreate the textures either, but I never said I did.

Here's what happened with about every texture:
1) I individually opened every texture file in a graphics editing program (paintshop pro)
2) Every texture was resized to 200 %, using 'smart size' resize. (which is really just pixel resize with a blurry interpolation algorithm)
3)Most textures received the 'Edge Enhance' filter, which makes edges more pronounced.
4)on many textures 'Edge preserving smooth' was used.
4)The resulting image was sharpened.
5)color/contrast settings were adjusted to best suit the new appaerance of the texture.(minor adjustments)

And, most important of all: I monitored the result on every texture file. That is, if these steps didn't produce a texture that I tought to be more appealing than the original, I used other filters and methods to get what I was looking for. Many textures ended up being multilayered images before I was satisfied and merged them again.

Now clearly, none of these steps add actual artwork to the texture, so admittedly, no *real* detail was added. However, the details that are in the original textures become way more pronounced.
With the original size of these textures, such pronounced detail was not possible, because once a detail resolves into a sharply distinguishable line of pixels, it looses its attractiveness. This doesn't happen with my resized textures, simply because there are more pixels to gradually change the luminance and hue of detailed structures.

Besides, I don't see why there is shame in creating the appaerance of more detail. After all, it's a game and we want it to look good. If you stand close enough, it will be pixels either way around
you can't get more from less

if this dork had wanted to do something worthwhile he could have decompiled the map with q3map2, turned everything apart from triggers/clip into caulk and then retextured the thing in 2 x size textures remade from scratch applied at 25% instead of the usual 50%. and done the same with the md3s

and no, nerds, that doesn't constitute plagiarism

Posted: Mon May 21, 2007 6:24 pm
by MKJ
semenfan has it correct
this just looks terrible. also, he couldve just as easily made a batch file with those steps, seeing as none of them look any better than the originals anyhow

Posted: Mon May 21, 2007 6:24 pm
by MKJ
also

:olo: gheighei :olo:

Posted: Tue May 22, 2007 8:36 am
by o'dium
Good lord :(

I remember my old mod EECA that made the HUD and stuff much higher res, looked nice. Looking at that railgun pic we also made the railgun pickup and held model use its colours, and NOT be black, it looked so much better :(

Posted: Tue May 22, 2007 8:42 am
by o'dium
lol here it is:

Image

That mod was great, we added "Evols" which were text based scriptable mods for the actual game, that did all sorts of things, anything you wanted, from change the head sizes, to rocket only matches, low gravity, spawn wit hcertain weapons, you name it. They were great for its time! Grats to DJBob for adding them. Shame we never got the full menu system in there, but we did manage to get a FULL UT style HUD in place :p

Posted: Wed May 23, 2007 1:58 am
by Scourge
MKJ wrote:also

:olo: gheighei :olo:
No lulu

Posted: Wed May 23, 2007 5:53 am
by LawL
o'dium wrote:That mod was great, we added "Evols" which were text based scriptable mods for the actual game, that did all sorts of things, anything you wanted, from change the head sizes, to rocket only matches, low gravity, spawn wit hcertain weapons, you name it. They were great for its time! Grats to DJBob for adding them. Shame we never got the full menu system in there, but we did manage to get a FULL UT style HUD in place :p
great