Quake Megatextured

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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KillPixel
Posts: 49
Joined: Sun Jun 22, 2014 7:35 pm

Quake Megatextured

Post by KillPixel »

http://www.killpixel.com/kp14/kp14.jpg

You can read more about it over in this thread http://www.celephais.net/board/view_thr ... tart=11228

post #11249

:cool:
[url=https://www.youtube.com/user/KillPixel]KillPixel@YouTube[/url]
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: Quake Megatextured

Post by obsidian »

I wouldn't call this "megatextured" as that specifically implies something else, this has each surface uniquely textured. Undeniably, it looks cool.
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
KillPixel
Posts: 49
Joined: Sun Jun 22, 2014 7:35 pm

Re: Quake Megatextured

Post by KillPixel »

Aye. I use the term loosely, mostly in reference to a question I had a while back, being "can quake be megatextured?" The post I linked offers elaboration and context.

Semantics aside, glad you think it looks nifty.

Recognize the door? :P
[url=https://www.youtube.com/user/KillPixel]KillPixel@YouTube[/url]
AEon
Posts: 1816
Joined: Sun Apr 20, 2003 7:00 am

Re: Quake Megatextured

Post by AEon »

I find it sadly ironic that we are all so spoilt for detail, so that the images above actually start to look normal, and that you really need to look closely to see, "yes, the textures all look unique".

Nifty anyway.

I am probably becoming more and more old-school, where a few strategically placed decals let you think things are a lot more unique than they really are.
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