In 2011 I started browsing the latest graphical/sound quake mods, putting together a pretty build using LordHavoc's darkplaces, rygel's ultra textures packs, the reforged packs and a variety of mods, to play quake original. Anyone can do the same, however the hassle comes when you have to browse the quakeone forums, stumbling to find the posts which detail what cvars and what configs/files you have to overwrite etc in order to get each mod to work. I literally spent as much time getting the mods working as playing the game. So I put together a nice-looking build of quake original and it's expansions called epsilon for everybody to get into, without getting into the hassle of config files and searching to find every available mod then getting them to work! The main quake build also includes the original shareware first quarter of the quake game - it is easily upgraded to the full game by dropping in the pak0.pak and pak1.pak files from the full game's id1 directory (more details below).

Post news Report RSS Path to Arcane Dimensions - Episode 7

Here's the thing: the authors of Arcane Dimensions, in their multudinous wisdom, seldom used the standard quake models for their monsters or items. This meant that most of the previously-done work by modders for hi-def content wouldn't fit, without some jury-rigging, most of the time. So there's a lot more work to do at that level, than for any of the other addons I've done.

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The base upsampled textures via Waifu2x, as mentioned in the previous post, gave a good base for editing and overlaying for some of those textures which weren't quite cutting it even at upsampled depth. Using these I was able to fix some of the more egregious texturing, for example the bulletboxes and health packs.

Before:ad20191015121758 00


After:ad20191010202538 00


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After:ad20190902214007 00


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After:ad20191015120808 00

(quaketastic skins overlay)


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After:ad20190902224834 00

This process went on and on - as you reduce the number of low-quality textures, the other low-quality textures start to stand out like sore thumbs. I also fixed the new weapons:


Before:ad20191015120523 00


After:ad20191015120903 00


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And it went on... and on... and on.

It's the small things that you notice - when a monster explodes, and it's head doesn't match the body, that's kinda a mood killer. So I went through and matched up some of the QR bestiary hi-res heads with the gabillion new monsters in Arcane Dimensions. I'd like to say that's fun, but it's kind of just a chore - copy, rename, copy, rename. Booooring. So, gradually, I ended up replacing more and more low-res/upsampled content with my own texture mods... trees, monsters, misc items, books - gradually, gradually, there was less 'stretched across the triangle like a painted balloon' textures happening.

ad20190814214634 00Fumigator - upsample + QRP + editing


ad20190829234309 00Knight - upsample + QRP + retexturing


ad20191002175322 00Gaunt - upsample + retexture

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qazzaq1
qazzaq1 - - 24 comments

Knight especially looks impressive. Where can I get this?

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metamorphosis Author
metamorphosis - - 362 comments

It'll be part of the build once released.

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Sargeant_Jester_87
Sargeant_Jester_87 - - 31 comments

these healing bottles have a very strange color (blurry red on 1st picture "after" and orange on 2nd picture "after") and a strangely worsened views compared to the originals. I wouldn't say that models have become better

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metamorphosis Author
metamorphosis - - 362 comments

Think you might be reading the "before" and "after" from the bottom of the pictures, rather than from top as intended. Have edited to make clearer.

Reply Good karma+2 votes
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