Author Topic: high res texture pack (mostly 1024)  (Read 14282 times)

gareth

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high res texture pack (mostly 1024)
« on: April 04, 2007, 04:38:33 pm »
I packed the textures from here:

http://phalanx.planetunreal.gamespy.com/texturespitores.htm#

into a pk3 for you use.

http://www.gs.javaunlimited.net/res/pitores.pk3

why? they look nice  8)  and most people have good enough cards to handle them i guess, at least with texture compression on.

i may run out of bandwidth at any time, so please mirror.

Smokey

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high res texture pack (mostly 1024)
« Reply #1 on: April 04, 2007, 04:42:03 pm »
any screenshots? :)

(Of them in TREMULOUS).

Ingar

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high res texture pack (mostly 1024)
« Reply #2 on: April 04, 2007, 06:59:03 pm »
Interesting set, it might not hurt to give it a try somewhere in the future  :)

gareth

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high res texture pack (mostly 1024)
« Reply #3 on: April 04, 2007, 09:54:44 pm »
Quote from: "Smokey"
any screenshots? :)

(Of them in TREMULOUS).


for you, of course:


whitebear

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high res texture pack (mostly 1024)
« Reply #4 on: April 04, 2007, 10:25:05 pm »
Your screen seems bugged. look at the egg and the light on wall behind it

Plague Bringer

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high res texture pack (mostly 1024)
« Reply #5 on: April 04, 2007, 10:38:58 pm »
what's the command for drawing the void as a different color?
U R A Q T

Survivor

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high res texture pack (mostly 1024)
« Reply #6 on: April 04, 2007, 11:34:41 pm »
Quote from: "Plague Bringer"
what's the command for drawing the void as a different color?


http://tremmapping.pbwiki.com/Starting%20Tremulous%20Mapping#IngameMappingCommands

r_clear 1

Really people, we aren't working on that wiki for nothing. Most you'll ever need is on that single page anyway.
I’m busy. I’ll ignore you later.

Plague Bringer

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high res texture pack (mostly 1024)
« Reply #7 on: April 04, 2007, 11:40:22 pm »
I've got that guide bookmarked and it's the first thing I look at, I'm suprised I missed that. Thanks.
U R A Q T

Caveman

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high res texture pack (mostly 1024)
« Reply #8 on: April 05, 2007, 08:16:04 am »
And does one use those things on a pure server? :)

whitebear

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high res texture pack (mostly 1024)
« Reply #9 on: April 05, 2007, 12:32:26 pm »
Quote from: "Caveman"
And does one use those things on a pure server? :)
One does not.  :wink:

RedGuff

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Re: high res texture pack (mostly 1024)
« Reply #10 on: May 17, 2007, 12:26:08 am »
Hello. :)
Quote from: "gareth"
(...) so please mirror.

http://maps.bricosoft.com/pitores.pk3
Thanks !
Fumer tue !

Odin

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high res texture pack (mostly 1024)
« Reply #11 on: May 17, 2007, 12:34:24 am »
I am currently using this in my map Tumbo Manufacturing Plant 7.

gareth

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high res texture pack (mostly 1024)
« Reply #12 on: May 17, 2007, 03:55:20 pm »
Quote from: "Odin"
I am currently using this in my map Tumbo Manufacturing Plant 7.


great, you might want to cut them down to halfsize though to get better fps on low end systems, thats what i ended up doing. :P

Taiyo.uk

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high res texture pack (mostly 1024)
« Reply #13 on: May 17, 2007, 04:03:48 pm »
Quote from: "Odin"
I am currently using this in my map Tumbo Manufacturing Plant 7.

The aliens managed to infest a gun factory?  :wink:

f0rqu3

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high res texture pack (mostly 1024)
« Reply #14 on: May 17, 2007, 04:05:11 pm »
512x512 should be fine
low end systems (and most of the non low end ones) cant tell the difference

Stof

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high res texture pack (mostly 1024)
« Reply #15 on: May 17, 2007, 05:33:42 pm »
Quote from: "gareth"
Quote from: "Odin"
I am currently using this in my map Tumbo Manufacturing Plant 7.


great, you might want to cut them down to halfsize though to get better fps on low end systems, thats what i ended up doing. :P


That's what r_picmip is for on those low end systems :o

Unfortunately, until someone gets negative picmip settings to work, once the textures have been dumbed down for crappyend systems, those of us with real computers are stuck with ugly low res textures 8) :wink:
urphy's rules of combat
8 ) Teamwork is essential; it gives the enemy someone else to shoot at.
18 ) Make it too tough for the enemy to get in and you can't get out.

TRaK

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high res texture pack (mostly 1024)
« Reply #16 on: May 17, 2007, 07:24:20 pm »
512x512 is hardly ugly and low-res ;) .

krom

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high res texture pack (mostly 1024)
« Reply #17 on: May 31, 2007, 08:10:01 pm »
Thx for packing this Gareth.

Odin

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high res texture pack (mostly 1024)
« Reply #18 on: May 31, 2007, 10:58:17 pm »
Quote from: "Taiyo.uk"
Quote from: "Odin"
I am currently using this in my map Tumbo Manufacturing Plant 7.

The aliens managed to infest a gun factory?  :wink:
Well they managed to infest everything else.

Warrior

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high res texture pack (mostly 1024)
« Reply #19 on: June 01, 2007, 01:21:55 am »
Who knows which cvar can reduce that blurry effect on textures when looking at them from some distance? Tried many (and many values) and couldn't see any improvement...

Odin

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high res texture pack (mostly 1024)
« Reply #20 on: June 01, 2007, 01:51:27 am »
That's mipmapping in action, if I recall correctly. In the shader you can turn off mipmapping with "noPicMip".

gareth

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« Reply #21 on: June 01, 2007, 09:10:38 am »
you need to enable ansitropic filtering, from the driver control panel. or the tjw backport has a menu option, but it doesnt say what level it applies.

PFB

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high res texture pack (mostly 1024)
« Reply #22 on: June 01, 2007, 11:17:33 am »
r_ext[tab]
anisotropic filtering 1
max anisotropy 16

random fact from 2006:
ati cards cant handle textures larger than 2048x2048
and 4096x4096 for nvidia cards

Warrior

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high res texture pack (mostly 1024)
« Reply #23 on: June 01, 2007, 05:08:39 pm »
Quote from: "PFB"
r_ext[tab]
anisotropic filtering 1
max anisotropy 16
I found in the SVN these two variables: r_ext_texture_filter_anisotropic and r_ext_max_anisotropy, but it seems they are not recognized by the game ("unknown command") and will not show using r_ext[tab]; of course I can define them by using the /set command, but they will have no effect as they are not recognized.
Weird...

Edit: they can be changed via menu in tjw mod and some Risujin's mods too, but I don't notice any effect too.

PFB

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high res texture pack (mostly 1024)
« Reply #24 on: June 01, 2007, 10:22:18 pm »
Quote from: "Warrior"
Quote from: "PFB"
r_ext[tab]
anisotropic filtering 1
max anisotropy 16
I found in the SVN these two variables: r_ext_texture_filter_anisotropic and r_ext_max_anisotropy, but it seems they are not recognized by the game ("unknown command") and will not show using r_ext[tab]; of course I can define them by using the /set command, but they will have no effect as they are not recognized.
Weird...

Edit: they can be changed via menu in tjw mod and some Risujin's mods too, but I don't notice any effect too.

you need a newer tremulous.exe (or whatever the linux one called)
I think tjw's may have

btw auto completion is weird sometimes ... you see commands that are not available and set them. (because they are in the cfg file?)

Warrior

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high res texture pack (mostly 1024)
« Reply #25 on: June 01, 2007, 11:06:45 pm »
I only use latest available programs/mods/maps/qvms. Last tjw's backport is this old one from february... http://tremulous.tjw.org/backport/win32/tremulous.exe
Those cvars are on SVN from long time (since rev. 778 ?), but not working here as I said. I don't need to use them at all, so I will ignore this trouble :P

Quote
you see commands that are not available and set them. (because they are in the cfg file?)
This specially happens when you change server QVM to some that doesn't have cvars you set in server.cfg using "seta" or "set"; they are registered in autogen.cfg and can be adjusted even if the QVM don't recognize it.

PFB

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high res texture pack (mostly 1024)
« Reply #26 on: June 01, 2007, 11:31:58 pm »
I use my own version (latest ioq3+trem [size=0]+ bloom + reflective water + bump maps[/size])
but I can not release it because it alters pure check