User panel stuff on forum
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Graphics Discussion
2008-03-10, 19:09
Member
312 posts

Registered:
Jun 2006
g_shot:

http://fps.network-hosting.com/quakeworld/skins/weapons/shot2/g_shot_old_vs_new.jpg

http://fps.network-hosting.com/quakeworld/skins/weapons/shot2/g_shot_old_vs_new2.jpg



g_rock:

http://fps.network-hosting.com/quakeworld/skins/weapons/rock/g_rock_old_vs_new.jpg

http://fps.network-hosting.com/quakeworld/skins/weapons/rock/g_rock_old_vs_new2.jpg



g_rock2:

http://fps.network-hosting.com/quakeworld/skins/weapons/rock2/g_rock2_old_vs_new.jpg

http://fps.network-hosting.com/quakeworld/skins/weapons/rock2/g_rock2_old_vs_new2.jpg


U need to have the new .mdl. This .mdl is totally redone and his uvmap is different to the classic debug model!!!!
2008-03-10, 20:15
Member
804 posts

Registered:
Mar 2006
Love you Prime!
http://theexperience.clicdev.com/f/html/emoticons/theexperience_hud.gif
https://tinyurl.com/qwbrasil - QuakeFiles
2008-03-10, 22:32
Member
303 posts

Registered:
Jun 2007
You are evil. Now i don't know which one to use - your awesome simple textures or your awesome faithful textures xD

Great work so far, these textures are proof that model don't have to be made of 30k polys and have normal/bump map to look good! That's sad that many people tend to forget about it nowadays.
2008-03-11, 09:21
Member
312 posts

Registered:
Jun 2006
Henceforth, all my stuff will be in one pack. I think it will be more easier to downloading it
I'm going to close all other links (skins & models)...


The deathmatch pack is here

It content debug models and skins for them:

- v_axe
- v_shot
- v_shot2
- v_nail2
- v_rock
- v_rock_2
- g_shot
- g_rock
- g_rock2
- h_player
- gib1
- gib2
- armor
- grenade
- flame
2008-03-11, 10:32
Member
1100 posts

Registered:
Jan 2006
The old grenade and rocket launchers actually have more details.
2008-03-11, 11:11
Member
793 posts

Registered:
Feb 2006
but the new ones look much sexier!
2008-03-11, 11:13
Member
312 posts

Registered:
Jun 2006
Spirit wrote:
The old grenade and rocket launchers actually have more details.

Does not confuse details and pixels
2008-03-11, 19:17
Administrator
2058 posts

Registered:
Jan 2006
amazing textures!

what g_weapons are missing?
2008-03-11, 19:29
Member
303 posts

Registered:
Jun 2007
both nailguns and lg
2008-03-11, 19:55
Member
312 posts

Registered:
Jun 2006
The 2 nailguns are almost done (even if all models will need to be polished).
2008-03-13, 04:23
Member
357 posts

Registered:
Mar 2006
thought I would post this for fun, hate me all you want

http://www.quakeone.com/qrack/base.png
2008-03-13, 04:56
Member
229 posts

Registered:
Aug 2007
I downloaded simple textures .pak during last evening and I can't get simple weapons. I checked and seems like this new brightskins.pak is missing the files for them. Am I missing something here or did you forget to put them there?
TEAM QUAD [need nothing]
shaga loses another friend
shaga discovers blast radius

QUAD
2008-03-13, 08:12
Member
312 posts

Registered:
Jun 2006
@ SputnkiUtAh:

http://fps.nhost.org/quakeworld/skins/player/head_ranger.jpg


I've made this longtime ago but the it looks crappy ingame



@shaga:

This .pak works for me. Do you have follow the readme, which is your problem exactly?
2008-03-13, 09:08
Member
229 posts

Registered:
Aug 2007
No problems anymore. I had g_weapons.pak in /qw containing old models/textures. Don't know why. I have a ezquake 1.9 beta 1 installation and I took .paks(and some other files) from my old nquake installation(/qw) to get bots.

Looks nice!
TEAM QUAD [need nothing]
shaga loses another friend
shaga discovers blast radius

QUAD
2008-03-13, 17:41
Member
344 posts

Registered:
Apr 2007
PrimeviL wrote:
@ SputnkiUtAh:

http://fps.nhost.org/quakeworld/skins/player/head_ranger.jpg

I've made this longtime ago but the it looks crappy ingame



@shaga:

This .pak works for me. Do you have follow the readme, which is your problem exactly?

I feel like fucking that new ranger face. LOL! JK

Prime, I love the new g model textures! I noticed you had a specially made model for the g_shot.mdl instead of the debugged.
2008-03-15, 11:02
Member
186 posts

Registered:
Jan 2008
I would love if you did something like your painkiller rl http://fps.nhost.org/painkiller/weapon_rl.jpg
Nice looking but still promodish
2008-03-17, 08:16
Member
312 posts

Registered:
Jun 2006
@Trickle: Yeah, u're right This new uvmap is better to skinning.

@dex: Planned when g_models will be done, little curious XD
2008-04-15, 15:27
Member
84 posts

Registered:
Jan 2006
I made some simpletexture powerups to go with PrimeviL's pack. Feel free to add them to your pack or improve them. To install put the 3 textures in the textures\models dir. Download here: http://home.online.no/~rosmith/simplepowerups.rar
2008-04-15, 23:39
Member
186 posts

Registered:
Jan 2008
sweet love them!
2008-05-08, 18:59
Member
224 posts

Registered:
Jan 2006
PrimeviL wrote:
@ SputnkiUtAh:

http://fps.nhost.org/quakeworld/skins/player/head_ranger.jpg

I've made this longtime ago but the it looks crappy ingame

A slightly edited version of a sweet face:
http://web.telia.com/~u84300137/head_ranger_edited.jpg


ingame comparison with Primevils 'first' face:
http://web.telia.com/~u84300137/primevil_faces.jpg


skin: white3.png

All credits goes to Primevil
2008-05-09, 01:51
Member
804 posts

Registered:
Mar 2006
Moon,

Can you release the original skin with this face?

Edit.: I mean, with the original skin color!
https://tinyurl.com/qwbrasil - QuakeFiles
2008-05-09, 17:16
Member
224 posts

Registered:
Jan 2006
Vegetous: I guess you mean Primevils base skin right?
base_new.png
2008-05-09, 19:09
Member
804 posts

Registered:
Mar 2006
Yeah, thank you!
https://tinyurl.com/qwbrasil - QuakeFiles
2008-05-24, 09:56
Member
312 posts

Registered:
Jun 2006
g_nail:


http://www.primevil.fr/quake/skins/weapons/nail/g_nail_old_vs_new.jpg


http://www.primevil.fr/quake/skins/weapons/nail/g_nail_old_vs_new2.jpg



Deathmatch pack updated: http://www.primevil.fr/quakeworld/deathmatch_pack.zip


ps: i noticed that some of my skins are really too dark, i'll try to fix it soon...
2008-05-24, 10:35
Member
59 posts

Registered:
Mar 2008
Super !!!
2008-05-25, 09:03
Member
156 posts

Registered:
Mar 2007
Awesome!
2008-05-25, 12:27
Member
705 posts

Registered:
Feb 2006
nice work
2008-05-25, 19:39
Member
156 posts

Registered:
Mar 2007
Do lots of these skins appear too dark for anyone else? I calibrate my monitor using several gamma tests online, and have configured Quake so that the gamma is high enough, so I know it's not just my end. All the original models look very bright. I think I've opened up at least 10 skins by PrimeEvil and increased the contrast and brightness so they appear brighter in Quake. For the g_nailgun, I had to increase the contrast by about +50 in Photoshop in order for it to look bright enough in Quake. I use Qrack btw...

Oh, and the skins don't just appear dark in Quake. They also appear dark in Photoshop and all Image viewing/editing software. Like I stated, I calibrate my monitor to the image editing standards, so I know my monitor isn't too dark.
2008-05-25, 21:07
Member
303 posts

Registered:
Jun 2007
yeah, they are dark when you open them by some image software, because they are done that way to look better in high gamma in Quake that most players use. Not only Prime ones, QRP, Ruohis and Moondrunk's textures aswell. I don't have to do any changes, they are ok ingame for me, but of course it depends on your monitor (i noticed that everythings appears to be more darker on lcd than crt), gamma, contrast, brightness, color temperature, gfx driver settings etc...
2008-05-26, 06:51
Member
156 posts

Registered:
Mar 2007
Herb wrote:
yeah, they are dark when you open them by some image software, because they are done that way to look better in high gamma in Quake that most players use. Not only Prime ones, QRP, Ruohis and Moondrunk's textures aswell. I don't have to do any changes, they are ok ingame for me, but of course it depends on your monitor (i noticed that everythings appears to be more darker on lcd than crt), gamma, contrast, brightness, color temperature, gfx driver settings etc...

If I were to brighten up Quake to the point that these skins looked visible, the world geometry would look incredibly ugly. I have my monitor contrast calibrated to "professional" levels, so I'd just rather brighten the skins than have everything look bad.
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