|
Post by Marcelus on Apr 16, 2022 16:20:17 GMT -5
Hi all, I am new here. In my free time I slowly working on better textures for weapons and monsters in classic style. I do not like any neural upscale pack. All looks strange. I also use neural but 80% is manual editing. Here is "demo" if someone want try. For now are finished 4 weapons and 6 monsters but some will be redone in future. I use kmquake2. download www.moddb.com/games/quake-2/addons/quake-2-hd-classic-skins-wipscreenshots imgur.com/a/1TohbEZ
|
|
mikem
Quake 2 Mapping Club
Posts: 333
|
Post by mikem on Apr 17, 2022 1:25:26 GMT -5
Welcome to the quake2cafe. It looks good but a little bit too clean. Maybe you can add more blood and some veins.
|
|
|
Post by Marcelus on Apr 17, 2022 4:18:23 GMT -5
Welcome to the quake2cafe. It looks good but a little bit too clean. Maybe you can add more blood and some veins. Thank you. Maybe som scratches and dirt but not now. First I want do all monsters and after I will edit some parts. I enhanced som highlights for better depth but maybe reduced them later.
|
|
|
Post by Marcelus on Apr 17, 2022 15:26:29 GMT -5
Finished shotgun
|
|
|
Post by knightmare on Apr 17, 2022 18:34:18 GMT -5
This looks very promising. I too, dislike the neural upscales, as they look a bit like impressionist paintings.
The Q2 logo on the back of the blaster is a bit much, though.
If you are releasing these primarily for KMQ2, could you please consider making the different color variants for the blaster and railgun? To see the color variants I've done, try changing the sk_blaster_color (1/2/3/4) and sk_railgun_skin (0/1/2/3) cvars.
Note that they don't immediately update the skin, you need to change weapons first. These skins are in the kmquake2.pk3 file of my latest KMQ2 test build.
Also note that I've reduced the glow skin on the blaster, as the original was a bit too much.
|
|
|
Post by Marcelus on Apr 18, 2022 11:25:37 GMT -5
This looks very promising. I too, dislike the neural upscales, as they look a bit like impressionist paintings. The Q2 logo on the back of the blaster is a bit much, though. If you are releasing these primarily for KMQ2, could you please consider making the different color variants for the blaster and railgun? To see the color variants I've done, try changing the sk_blaster_color (1/2/3/4) and sk_railgun_skin (0/1/2/3) cvars. Note that they don't immediately update the skin, you need to change weapons first. These skins are in the kmquake2.pk3 file of my latest KMQ2 test build. Also note that I've reduced the glow skin on the blaster, as the original was a bit too much. ok logo is gone color variants for blaster not working for me. I do not know what I do bad. I try command via console also in config but not working. Maybe i need something more. I download only kmquake2/extras.pk3 If you want may try. Here is link with hd blue and green skin for blaster and finished shotgun, supershotgun and machinegun drive.google.com/file/d/1IhbM3t80nl8BbtoAztqdgrdDm6Wn5IyV/view?usp=sharing
|
|
|
Post by Marcelus on Apr 18, 2022 15:58:21 GMT -5
|
|
|
Post by knightmare on Apr 18, 2022 18:18:23 GMT -5
Maybe i need something more. I download only kmquake2/extras.pk3 There's your problem. You need to have the entire latest nightly build of KMQ2 (especially its kmq2gamex86/x64.dll files) installed, along with its kmquake2.pk3 file in the baseq2 folder. The game DLLs and kmquake2.pk3 files from previous builds don't support this.
|
|
|
Post by Marcelus on Apr 19, 2022 4:30:26 GMT -5
Maybe i need something more. I download only kmquake2/extras.pk3 There's your problem. You need to have the entire latest nightly build of KMQ2 (especially its kmq2gamex86/x64.dll files) installed, along with its kmquake2.pk3 file in the baseq2 folder. The game DLLs and kmquake2.pk3 files from previous builds don't support this. My fault Now working I see you change soldiers models and now please tell me what I must change for working hd textures because my textures not works with this kmq2 build. Only soldiers. textures names are same ..hm (edit) When I deleted soldiers textures from extras pk3 now custom skins works.
|
|
|
Post by knightmare on Apr 19, 2022 12:24:30 GMT -5
You need to put your reskins in an alphabetically higher-named pk3 file that will load after kmquake2_extras.pk3. Any filename starting with 'L' or higher will automatically do this, or any filename that Windows orders after "kmquake2_extras.pk3".
For example, kmquake2_reskins_marcelus.pk3 should work. Also, adding a "z_" prefix to the filename will force it to load after just about any other pak/pk3 filess.
|
|
|
Post by Marcelus on Apr 19, 2022 15:44:41 GMT -5
Thank you
|
|
|
Post by knightmare on Apr 19, 2022 22:40:04 GMT -5
Because of your confusion here, I've decided to modify the pk3 filename scheme for the next test build of KMQ2. This will make it easier to override assets in the default KMQ2 pk3 files.
|
|
|
Post by pelinalcrusader on Apr 19, 2022 23:45:59 GMT -5
Because of your confusion here, I've decided to modify the pk3 filename scheme for the next test build of KMQ2. This will make it easier to override assets in the default KMQ2 pk3 files. Now that explains why when i was testing the new build, skin.tga for v_rail wasn't loading while the rest was. as for OP, i left some feeedback at your moddb page, it really looks good.
|
|
|
Post by knightmare on Apr 20, 2022 9:12:10 GMT -5
I didn't make a moddb page, a third party must have put one up.
|
|
|
Post by pelinalcrusader on Apr 20, 2022 9:55:08 GMT -5
I didn't make a moddb page, a third party must have put one up. i was talking about op's mod, i left feedback there at his moddb page, also OP if you want to use my skins as base, you are free to do so, i dunno if i will have time or PC, so i am releasing the last update later this weekend since i left out the hyperblaster update. Plus, what i was saying that since i use external files for Q2, skin.tga wasn't loading for the railgun and mission pack blasters while the other models were fine imgur.com/a/doHXMPBNow i know why.
|
|