Quake Descent Retexture Project! [COMPLETE]

Projects around retexturing and remodeling Descent

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darkflamewolf
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Quake Descent Retexture Project! [COMPLETE]

Postby darkflamewolf » Wed Mar 04, 2009 2:23 am

This is a project made in about a month's time and utilizing hires textures from various online sources made for the ID Software game: Quake 2. For the most part, the game had mostly browns as its color palette, but the hires textures brought a few new colors to the fray. Furthering that, I ported over a lot of the textures and altered some coloring to make it more compatible with the Descent textures that they were to be replacing.

A major note: Not every instance was I able to find a 1 to 1 match (in my mind anyway) for every single texture, there are a few repeats and there are some textures where although the 'color' scheme was kept, the overall 'design' of the texture was not. The green cracked rock wall for instance was replaced with an entirely new metal based looking texture, however, the new texture kept its 'green' overtones to keep with the overall theme of that texture. Indeed, there are a few textures where there isn't any replacement, in which case, I left those textures alone, examples of this is the robot matcen and reactor textures.

This set, although cool to look at, isn't necessarily ideal for the First Strike mission where texture use and alignment wasn't a big issue for the developers, as evidenced when playing through with the new textures. Not to say its all bad though, it still looks awesome, just a few instances where you're like: that's odd choice of texture. But I really did do my best to match every texture to a new one. So really, this texture set is mainly meant for further D1 developers (or if converting these to D2), D2 developers to play with and make levels with and use the set to its full potential like I am below:

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You can download the file here and export it to your textures/d1 folder. This requires D2-XL to work!

http://www.descent2.de/downloads/mods/descent-mod.rar

This rar file contains proper mod folders and also the vignettes hxm file (renamed to descent.hxm). Just extract it in your D2X-XL main folder using subfolders.
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Postby Sapphire Wolf » Wed Mar 04, 2009 3:26 am

Just downloaded it now but my current soundcard (from Sigmatel) is crap. I guess I'll just wait until my 20th birthday (which is coming soon like about 11 days), hopefully I'll get a better sound card from creative. The 'shots, once again, are amazing.
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Re: Quake Descent Retexture Project! [COMPLETE]

Postby Pumo » Wed Mar 04, 2009 3:39 am

darkflamewolf wrote:...So really, this texture set is mainly meant for further D1 developers (or if converting these to D2), D2 developers to play with and make levels with and use the set to its full potential like I am below


Nice! So i can use a few of those textures for PM and can also use it as base to modify and make new ones? :D
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Postby karx11erx » Wed Mar 04, 2009 9:05 am

I will publish this and your forgotten fortress level tonight on my website.

Nice job, particularly on the doors. :clap:
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Postby darkflamewolf » Wed Mar 04, 2009 12:30 pm

go right ahead Pumo, this is mainly meant as a developer's resource, but can be used as a general texture replacement for casual Descent 1 players. Now back to Vignettes!
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Postby karx11erx » Wed Mar 04, 2009 2:43 pm

DescentQuake.zip: 51 MB
DescentQuake.rar: 27 MB

Go figure.

Looked at this in D1 a little. Fricken awesome job, Wolfie. :thumb:

Edit:

Just uploaded it. Get it here: http://www.descent2.de/downloads/mods/descent-mod.rar .

This rar file contains proper mod folders and also the vignettes hxm file (renamed to descent.hxm). Just extract it in your D2X-XL main folder using subfolders.
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Postby karx11erx » Thu Mar 05, 2009 2:46 pm

Just saw your poll about this on dbb.net.

"Descent 1 shouldn't be tampered with"?

Who do the guys who have voted that think they are? Apparently they are still arrogant enough to believe they can tell everybody else how they have to play Descent. The Hindus of Descent, their holy cow Descent 1 taking the life from the game. Well, let them just put their heads back in their behinds. They are free to leave their hands off D2X-XL and your very cool Descent 1 mod and play Descent in 320x200 on a Win98 Pentium III machine in all its blocky, pixelated glory of the days of 1994.

To say it with the Material Defender: Idiots.
Last edited by karx11erx on Fri Mar 06, 2009 12:48 pm, edited 1 time in total.
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Postby darkflamewolf » Thu Mar 05, 2009 10:39 pm

people will be as stubborn as they want to be if they think they are proving a personal justified point. I don't let it get to me.
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Postby karx11erx » Thu Mar 05, 2009 10:53 pm

Why did you ask that question anyway? :think: :clue:
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Postby Ben K » Fri Mar 06, 2009 9:00 am

Most of the Descent community, particularly on the DBB, are too busy performing their own colonoscopies to understand that Descent was far from a perfect game.
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Postby karx11erx » Fri Mar 06, 2009 9:06 am

Ben K wrote:Most of the Descent community, particularly on the DBB, are too busy performing their own colonoscopies to understand that Descent was far from a perfect game.

:rofl:
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Postby darkflamewolf » Thu Mar 12, 2009 10:28 pm

Just thought this particular scene was awesome. :)
It was an awesome battle too!
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Postby Ben K » Fri Mar 13, 2009 6:35 pm

Where is that? I don't quite recognise it.
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Postby karx11erx » Fri Mar 13, 2009 7:28 pm

That's Descent 1 modded with Wolfies replacement textures and robots.
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Postby darkflamewolf » Sat Mar 14, 2009 12:22 am

its actually from Zidane's Descent 1 conversion of a few notable Descent 2 official levels, that happens to be Magnacore station with my textures/robot mod added on.
You can download Vertigo Demensia at Sniper's database.

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