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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
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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 
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