News | Forum | People | FAQ | Links | Search | Register | Log in
Idbase Replacement Textures Released By Starbuck
Well I've finished, finally. These textures replace idbase textures wherever they find them, in their eternal mission to make base levels look sharper and prettier.

Currently there are 300 textures in the gang. They are all TGAs. The plan is to take on one map at a time. So far the maps that have been dominated are:

e1m1 e2m1 e3m1 e4m1 dm3 aerowalk e1m1rmx

Note: These maps are only a few of the manythat work, I haven't had time to check many maps thoroughly. Other maps that look good include Slipstream by Inertia, and Agressor by Tyrann

Check out screenshots at my QExpo Booth:
http://www.quakewiki.net/archives/starbuck/

The direct download link is here:
http://www.quaketastic.com/upload/files/texture_wads/DebaserTextures_v1.zip
Smooth 
Looks kickass. I'll have to give these a whirl later, and replay DM3RMX with em. Nice work. 
SB! 
You fucking legend 
SB! 
You fucking legend 
Lol 
seriously though, this is how hi-res textures SHOULD be done, none of this shitty new textures crap, but enhancing the old textures to look shiny and new without making them look totally shite.

Well done! Have you got plans to do the other id sets Starbuck...hope so :) 
Gorgeous! 
From afar things look the same, it's only when you get upclose that you notice the textures are sharp instead of all the details being blurred out.

I love these, I think the biggest testament is that I jumped around in a couple of maps which used idbase textures mixed with a couple of altered idbase textures (such as trondm1) and there was no jarring transition. Where the high-res textures met others apart from the change in resolution there wasn't really any change in feel/colour and from afar I couldn't notice anything.

Now do the rest of Quake! ;) 
Great Work Starbuck. :) 
Projects like this do ten times more for Quakes visuals than any bump mapping/gloss/dynamic lighting/etc.

Plat_top1 appears to have missed out on its makeover though. :P 
Very Cool 
also - pixies reference? 
STARBUCK! 
You rock so hard, please explain to these other slackers who are bastardizing our poor Quake that this is what it is, and they should stop. 
 
good work man :) love then a lot!!! 
Uh 
fucking hot mang 
GG, Starbuck 
sexy from what I have seen in game so far. 300 Textures?! And you have only done the base. Wow. I'll have to open up the pack sometime to see what variations you have produced. 
Another Beer For You 
Excellent work starbuck! 
Hmm! 
this is the second idbase texture pack that doesn't suck! (first one was by gibbie)

i liked that they really look crisp and quakeish, not plastic and lifeless as lousy texes by retexture project which i loathe. you hit the point here, starbuck!

very well done! now proceed with wizard.wad please ;) 
That Doesn't Suck! (first One Was By Gibbie) 
Is that texture set still available somewhere?

Back to thread:

Btw, great work Starbuck. I'll have to check that out.

(I never would have guessed that a replacement texture set would come out of the blue with 300+ textures!) 
:o 
mighty fine work there, sir! :D 
Good Job 
what are the lumas for? and what engine they work in 
Good Job 
what are the lumas for? and what engine they work in 
Good Job 
what are the lumas for? and what engine they work in 
Good Job 
what are the lumas for? and what engine they work in 
Oh Dear God 
can people making idbase maps from now on, please use this ? Please.

And aguire, please support tga's in your engine, if only for this release. 
 
i�d love to see that also aguire with option like -24bits in run :) to people that dont like new stuff... 
It Already Does 
Just enable gl_exttex 1
Nitin 
Dear God had heard your words long before you even thought of them. Now go read readme to uderstand how to make the textures work with existing idbase maps.
+ what aguirRe said
fitz works too 
Luma 
luma textures are, to quote dpextensions.qc
"fullbrights or other glowing overlay stuff, NOTE: this is done using additive blend, not alpha"
So basically it's a way to do fullbrights for tga textures. I don't think they work in fitzquake right now, they do work in darkplaces. Some other texture sets call _luma textures _glow instead.

Also, awesome set of texture, really love the designs of the computer stuff, they've got a crude, cobbled-together machine feel that's really apt for idbase. 
Yes Yes My Bad 
should have read the readme(s).

But there's a slight issue in using with maps that use other textures too.

This set is darker than the original so you have to turn up brightness to get the same look as standard idbase. But this makes the non-hires textures look too washed out.

But I'm bitching now, this is a great set. I now just want all my quake to look just as good :) 
Nitin 
There's a fix for that, too ;) Push the tgas through IrfanView's batch convert function with following values:

brightness 45
contrast 90
gamma 1.9
saturation 20


It will simulate on the 24-bit tgas what idgamma does for 8-bit texes. Tweak values to your liking. On my system, it looks very similar. 
Or.... 
stop using idgamma? :)

I know, I know... 
I've Now Checked 
out the new texture set and compared it to the corresponding good ones of the Q1 retexture project. I don't know, these look a bit grainy close-up, almost as if they were in lower resolution. And yes, I've also checked without any image manipulation ...

Some of these textures are really good while others are better from QRP, especially liquids but also the big wall panels. However, these textures are more complete than QRP's base set (at least the one from last year).

Nevertheless, this is a good texture set. I hope you'll also do some medieval, as the ones from QRP are pretty bad overall (especially the stone texes, ugh).

Btw, the big 30MB zip could easily be put down to 16MB with 7-zip ;) 
Aguire 
thanks, I'll see how that goes. 
Model From Screenshot 
Hi, I love the texture pack, what caught my eye the most in the remodeled shotgun (second to last SS on - http://www.quakeexpo.com/booth.php?id=6), I know its not part of the pack, but can anyone please tell me where I could get it from? 
Aguire 
that batch conversion worked a treat, it all looks great now.

Btw, metl, the new liquid hi res textures dont load up in fitz. 
Nitin: 
thanks, actually i knew that would happen.

Also, i don't support luma textures, which I need to rectify. 
Nitin 
Good! I forgot to mention that the lumas probably shouldn't be treated and I usually avoid brightening some of the liquids. In this set I excluded the two std black tele texes, otherwise they get a little greyish.

Btw, if you want to compare with the QRP tex set, it's here: http://facelift.quakedev.com/download/textures-486files-8-20-05-low.rar . It's not the latest, but a much smaller d/l. 
Yeah 
zip compression compresses files individually. So, with many similar files compression is dismal, compared to rar or 7z. 
 
Thank you for high-res textures! It was fun to play my old base level "Slipgate Complex#13" from In Ovo pack again with them. 
 
some of them are based on the original quake retexturing project, aren't they? 
The Textures 
Cheers Starbuck - these looked absolutely fantastic and seamless with any default idbase texes when I played dm3rmx. I never use idgamma, and all you whingers who do can stfu kthx.

(I jest, I jest ^_^ ) 
Idgamma 
I'm not even sure if I used idgamma or not any more. The textures looked a bit dark when I tried using them, but I nearly died when I saw the different in detail they make over regular idbase textures. The only criticism I have is that some of the computer textures (i.e. the most detailed ones) don't look amazing close up. That's all though, they do look shit hot mostly. 
Nice Looking! 
Wow! 300+ textures replacing? Amazing! I am downloading it now. 
Good Job, Starbuck 
I tried the textures and, overall, they look very good - better than the QRP ones. That said, there are a couple of wall textures that just looks too poor in detail and blurred - as if they were actually just resampled images from the original 8-bit, mostly when you look details like blood stains. Maybe because some of those are 256x256 pixels wide while other use 512 pixels, I don't know exactly - I know it's very hard to match the equilibrium point between the original decaying look-and-feel and the temptation to make everything screaming "hey, I am using 24 bit-colors!". I think it would not hurt to add a bit more detail on some of these, though. In the positive side, the computer and tech themes have the correct balance between detail and fidelity to the original theme. Definitely worth the download. 
However... 
I want to point out that I went back to the QRP page, and it looks like they are gradually replacing their bad textures with better textures. This might mean that eventually, the QRP set will actually be consistently good. 
Meh 
Most of QRP still looks awful to me. For the most part it looks like they just blew up the originals then applied Median or Emboss filters and upped the saturation.

Either that or they just have no detail whatsoever. They rather ironically lack 'texture'. 
Cheers For All The Comments! 
it's about time I answered them...


Daz
...none of this shitty new textures crap, but enhancing the old textures to look shiny and new without making them look totally shite.

Well done! Have you got plans to do the other
id sets Starbuck...hope so :)


thanks a lot, that's a big compliment as my main goal was to keep the feel of the originals. I don't plan on doing the other sets: it's too much work, and the only set i'd have an interest in doing - the e3 metal textures, have already been done pretty well by the Quake Retexturing Project.


Tron
From afar things look the same, it's only when you get upclose that you notice the textures are sharp instead of all the details being blurred out...


Same again, I really appreciate this... most times I try new textures I have a run around, think they look pretty but change the look too much and delete them.


Text_Fish
...Plat_top1 appears to have missed out on its makeover though. :P


It has, but with good reason. Basically, it shares it's name with an Episode 3 texture, and if you replace one, you replace the other. There's more info here:
http://facelift.quakedev.com/retexture/bugs/


ijed
pixies reference?


Yes! Well spotted, one of my favourite Pixies songs (Hey, Dead, The Happening, Ana and Cactus are also up there) and the only base pun I could think of at the time :)


Vondur
very well done! now proceed with wizard.wad please ;)

Haha maybe. I meant to show these to you before release, as I was mainly inspired by e1m1rmx. Unfortunately you weren't in IRC when the set was in it's testing stages (!) so only CZG got a look.


Preach
Also, awesome set of texture, really love the designs of the computer stuff, they've got a crude, cobbled-together machine feel that's really apt for idbase.

Because I cobbled them together crudely, no doubt!


Speeds
luma's are the fullbrights, but they don't work in every engine. Fitzquake doesn't support them, or TGAs for liquids. Hopefully it will in later releases, as I think they make a real improvement.


nitin/AguirRe
About the whole idgamma thing... I hadn't even thought about it to be honest. Maybe I should tell people to switch it off in the readme. I guess I'm not running it though, as the brightness looks the same to me. As I was making these, I had the original texture extracted from the .bsp, and put on a higher layer in Photoshop, which I turned on and off to check I was making them the right brightness/colour.


Gnear
Hi, I love the texture pack, what caught my eye the most in the remodeled shotgun (second to last SS) I know its not part of the pack, but can anyone please tell me where I could get it from?

Thanks, and sure thing, it's actually only a retextured shotgun, but you can get it on Moon[Drunk]'s page here:
http://w1.470.telia.com/~u47016112/quake/


QFan
some of them are based on the original quake retexturing project, aren't they?


No sir. I made a point of not really looking at any other retexturing packs while making these, so I wouldn't make anything too derivative. The only time I looked was making that stupid light texture with the black background and the bars going across it. I couldn't even tell what was going on in the original, so I used theirs as inspiration :)


frag.machine
I tried the textures and, overall, they look very good - better than the QRP ones. That said, there are a couple of wall textures that just looks too poor in detail and blurred - as if they were actually just resampled images from the original 8-bit, mostly when you look details like blood stains. Maybe because some of those are 256x256 pixels wide while other use 512 pixels, I don't know exactly - I know it's very hard to match the equilibrium point between the original decaying look-and-feel and the temptation to make everything screaming "hey, I am using 24 bit-colors!"


very good observation there actually. It is true, some of the earlier textures I did in this project were only 2x the resolution, and most of those are large wall panels with the windows and the light white concrete bit. I hope to go back and up the detail on the ones that need it on the next release. I wanted to fix this but didn't have time before the end of the expo. 
New Release 
what there's more :)

starbuck, might be handy to mention the whole idgamma thing in the readme, no idea how many people use it though so could be not so important.

anyway, aguire's suggestion works great.

And where are good e3 metal textures, link please ? 
New Release 
indeed sir, I plan to update the pack soonish, to improve some textures I feel are kind of substandard, and do a few tweaks. The other plan is to include all the mission pack base textures, but I haven't started on that, as I can't find the mission pack cds :P

Also, I mean to support some more good maps. Any suggestions would be very useful. Biff's maps maybe? Notorious_ray? I've got a far from encyclopedic knowledge of idbase maps, so please remind me of the good ones.


And where are good e3 metal textures, link please ?

I think the Quake Retexturing Project ones are good, but you'd have to pick them out by hand, as you can only download a pack with all the textures they've done.
http://facelift.quakedev.com/retexture/
(about 170mb) 
Ok Wait Now Hold On 
I just noticed this texture:
http://facelift.quakedev.com/retexture/textures/new/lgmetal2.jpg
It's a single tile repeated 5*3 times? What the hell is the point of this?
:psyduck: 
Czg: 
they have to match the aspect ratio of the original texture becuase the UV mapping is determined by the original texture.

As for why it's so repetitive, i'm guessing laziness. 
Ray's Map 
heaxameron's a good one, uses a lot of different base textures. 
What About The Bmodels ? 
Do you intend to replace textures to health boxes and the rest of this stuff ? 
Bmodels 
The remodeling project has pretty decent ones:
http://facelift.quakedev.com/download/SKINSbmodels-48files-4-23-05.zip 
Aye... 
Starbuck greets the fall and in thrall we revist. Wonderous Quake child. 
Damn... 
re-vi-sit 
 
Sorry for necro, but I just want to say thanks for these retextures. They look great.

Also, are there any other sets that go well with these? I really like that they stick so close to original game. 
 
That should be: "stick so close to the original game." 
Arkngt 
Hey, thanks! Awesome to hear people are still using these :)
I can't really recommend similar style textures, all the replacement packs I've seen go for more high-def fancy-pants realism than these, where fitting in with the original textures was by far my highest priority.

I notice that the original link is broken though, maybe a mod could please replace the download link in the OP with this one:
http://www.quaketastic.com/upload/files/texture_wads/DebaserTextures_v1.zip

and the "QExpo Booth" link with this one:
http://www.quakewiki.net/archives/starbuck/

cheers! 
Btw 
I did actually start working on other themes, but then my laptop got stolen, and I'd made the wise choice to make no backups whatsoever...

screenies
http://www.quaketastic.com/files/screen_shots/e1m2_tex1.jpg
http://www.quaketastic.com/files/screen_shots/e1m2_tex2.jpg
http://www.quaketastic.com/files/screen_shots/e1m2_tex3.jpg 
I Am Still Lamenting The Loss Of This One... 
 
Thanks. Yes, the other ones I've tried stray too far from the original look IMO. If there is one single game that doesn't need new graphical bells and whistles, it is Quake. It's forever awesome. 
Thanks Generic 
I just attempted to rescue the happy demon with some low tech photoshopping... probably still usable! Would still have to be colour matched with the original though:
http://www.quaketastic.com/files/screen_shots/sbtex_demon.png 
 
Cool. :) I was just going to ask if there's any chance that you make take up the project again. 
 
links updated, but note: the qexpo booth page still has broken links inside it :) 
Post A Reply:
Name:
Title:
Body:
message
question
exclamation
idea
flame
noflame
error
skull
beer
moon
pent
rocket
sheep
pacman
pig
cheese
worldcraft
gauntlet
crate
pitfall
pimp
smile
cool
sad
frown
oi
yay
tongue
evil
wink
neutral
q1
q2
q3
ut
hl
cs
doom
dkt
serious
cube
Website copyright © 2002-2017 John Fitzgibbons. All posts are copyright their respective authors.