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Post by Crusader on Mar 14, 2021 13:10:42 GMT -5
i promissed this for a while in other places but here it is
It works KMQ2, also i suggest archiving this
Have fun!
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Post by knightmare on Mar 14, 2021 16:14:38 GMT -5
Looks interesting and is a giant improvement, but I don't particularly care for the way it upscales without adding any real detail, instead making it look like an impressionist painting. I just personally prefer the QRP style of enhancement, but that takes a long time and considerable skill to do.
I do appreciate that you've made the monster skins power-of-2 dimension for the bosses and the stalker, as mipmapping artifacts can occur with NPOT skins even on the latest GPUs. The other monster skins that aren't power-of-2 deimensions should be worked on to make them so. Some of the glow skins that you have are derived from the original skins, that should change before this pack is final.
Most of the weapon skins look pretty good, but the rocket launcher and super shotgun are too green, they should be a faded green tone.
You should consider including an optional variant of the railgun skin that makes the red parts blue, a lot of people have used such a reskin since the earliest days of Q2 (CaSaN0va's blue railgun, I can send you this for reference).
Likewise, KMQ2 allows changing the color of the blaster projectile/light/effect to green, blue, and red. Optinal color variants for the blaster would be nice.
I like the help computer, but the pink background needs to be nixxed, as that was only for a transparent palette color that the renderer replaced on load. It has no place in a 32-bit replacement with alpha channel, and can some instances bleed over. Also, the upper part of the help computer needs to be shifted up a bit to the very top of the image, as it isn't aligned well with the text in-game. The text at the bottom right should say "US Marines", not "US Marine".
The inventory background I really don't care for. Aside from being impressionist looking, it has discolorations around the edges. It should be made in the same art style as the help computer.
If you can improve the help computer and redo the inventory background as I described, I would like to include them in the main pk3 file in the next update of KMQ2.
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Post by Crusader on Mar 14, 2021 17:47:26 GMT -5
Looks interesting and is a giant improvement, but I don't particularly care for the way it upscales without adding any real detail, instead making it look like an impressionist painting. I just personally prefer the QRP style of enhancement, but that takes a long time and considerable skill to do. I do appreciate that you've made the monster skins power-of-2 dimension for the bosses and the stalker, as mipmapping artifacts can occur with NPOT skins even on the latest GPUs. The other monster skins that aren't power-of-2 deimensions should be worked on to make them so. Some of the glow skins that you have are derived from the original skins, that should change before this pack is final. Most of the weapon skins look pretty good, but the rocket launcher and super shotgun are too green, they should be a faded green tone. You should consider including an optional variant of the railgun skin that makes the red parts blue, a lot of people have used such a reskin since the earliest days of Q2 (CaSaN0va's blue railgun, I can send you this for reference). Likewise, KMQ2 allows changing the color of the blaster projectile/light/effect to green, blue, and red. Optinal color variants for the blaster would be nice. I like the help computer, but the pink background needs to be nixxed, as that was only for a transparent palette color that the renderer replaced on load. It has no place in a 32-bit replacement with alpha channel, and can some instances bleed over. Also, the upper part of the help computer needs to be shifted up a bit to the very top of the image, as it isn't aligned well with the text in-game. The text at the bottom right should say "US Marines", not "US Marine". The inventory background I really don't care for. Aside from being impressionist looking, it has discolorations around the edges. It should be made in the same art style as the help computer. If you can improve the help computer and redo the inventory background as I described, I would like to include them in the main pk3 file in the next update of KMQ2. I left the guy's name who did the help screen on deviantart so people may see it, since i dont have a acc i can't contact him if he could do more, plus edit all of it on gimp to make it work on Q2 was a pain due to how alpha channel works, also i hate how annoying it is now to do it on photoshop. Plus His Doom stuff is impressive.
As for the monsters it was trial and error trying to make them look good due to model differences in certain details, mainly the gunner's shoulder. The Gunner is probably the best skin outside the maidens, he looks evil, intimidating and even fitting with what id wanted originally.
The maidens were obviously rushed and unfinished and changed compared to the beta and press screenshots, plus they had the same face with no damages and a few edits, i changed that and even managed to text as pcx once, though xatrix maiden has issues with the pain skin changing suddenly to stock bitch, since xatrix rushed the project and didnt separated the mesh and folder like the beta gladiator. Also the maiden meshes has a retarded issue where they should look like a shouldderplate with the fleshy arm in it carrying the rocket launcher as the beta screenshot, but i don't know how to edit meshes or even do 3d. Also if you really want to check it out with download on, look at the 1st boss map of rogue, it seems that all maidens there were supposed to be unique, but the game cant load the textures.
the Enforcer and berserker its a mix of Q2Test original textures and stock release, the berseker got his face back and the enforcer now looks more evil and "alien" as originally was, same goes to the gladiator and medic.
as for the guns, mainly the RL and the super shotgun, its mostly how the colors went by, not only by retexturing and editing, but how it would be closer to what i was aiming, which was QC's skins look, though i must admit the color didn't looked well, but for some nice reason the software downscale retex mode on yamagi gives the tone that i was looking for.
also, i left it open, if anyone wants to edit and improve it from there, feel free to do it. Mainly now that im tired of quake for now and playing fallout and modding some stuff once more for fo3. I pretty much released it because i don't know if i will touch Q2 for a while.
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Post by knightmare on Mar 15, 2021 13:51:16 GMT -5
The maidens were obviously rushed and unfinished and changed compared to the beta and press screenshots, plus they had the same face with no damages and a few edits, i changed that and even managed to text as pcx once, though xatrix maiden has issues with the pain skin changing suddenly to stock bitch, since xatrix rushed the project and didnt separated the mesh and folder like the beta gladiator. Xatrix put the added skins for the Iron Maiden in the wrong order (inside the model), and their at-the-time noob programmer used a C++ string compare to determine which pain skin to use (which of course won't work in C!). Separating the beta gladiator into a separate model and code implementation was unnecessary, they probably only did that because they screwed up with the beta Iron Maiden. Heck, they even screwed up the blue blaster impact effect they tried to add in the client code, and just used the standard orange one. Both my v3.24 patch and KMQ2 fix this issue. KMQ2's missionpack DLL even reorders the Iron Maiden skins so they can be used with Lazarus custom skins.
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Post by knightmare on Mar 15, 2021 16:34:25 GMT -5
Also, I forgot to add that you should come back to this later and finish it when you're no longer feeling burned out on Quake2. It's not too likely that anyone else will.
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Post by pelinalcrusader on Mar 15, 2021 17:12:30 GMT -5
Also, I forgot to add that you should come back to this later and finish it when you're no longer feeling burned out on Quake2. It's not too likely that anyone else will. If you want to use what i did to fix it, you are welcome i left it open for this reason. also here is what i said about the maiden left arm shoulder which even the N64 and PS1 release fixed, even the toy did it too.
Also if you or the guys here working on Mission64 are interested, again i don't know how to edit or make 3d models.
Noesis works on Q2 PSX files and its possible even to rip the maps from it along with the monsters.
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Post by Goost on Mar 15, 2021 19:56:26 GMT -5
The Enforcer looks like a raging maniac. I love it! Guns look sharp too.
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Post by carloss4444 on Mar 7, 2022 13:48:06 GMT -5
Hello, based on some of PelinalCrusader textures I uploaded a recolor for Citadel mission pack here: www.moddb.com/games/quake-2/addons/citadel-upscaleI do have a problem with boss2 though. No matter if I use model (tris.md2) from pak0.pak or from kmq2_citadel.pk3 pack, I always see default texture in game (with khaki couloured legs instead of violet).
EDIT: I think I know what's wrong. Textures in pak0.pak of Citadel directory are named custom1 and custompain1. In game though the textures named skin and pain (vanilla names) are used...
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