Author Topic: Fragger's Hi-Res monsters and another Pak  (Read 1877 times)

Offline rikwad

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Fragger's Hi-Res monsters and another Pak
« on: June 09, 2020, 06:17:17 PM »
Fragger's HD monster skins

https://www.moddb.com/mods/quake-2-monster-skins/downloads/fraggers-hd-q2-monster-skins

I extracted the "models" folder and it works with most clients that support the texture type used. R1Q2, Yamagai, Q2pro - the usual suspects. Here is the link to the models folder zipped. -


https://drive.google.com/file/d/1I-Iwz_85ngezWXlNErLjWFtevcyvkpka/view?usp=sharing

Just place/unzip the "models" folder into your baseq2 folder and it should work. The Tank Commander looks wicked, a pretty good arrangement of monster skins all around. The gibs are nice too.

Here is yet another pack I slapped together. I yanked the Super Shottie sound from the Quake 2 test beta and put it together for this, and did the machine gun which is silenced properly like a silenced gun (at least like movies) so, if you like a quieter machine gun.... I also like the textures in this a lot. Not Hi-res so not a massive pak. Uses Elysium's DM skins which are not pcx and Quake 3 sounds for players - Visor, keel, and one of the female characters from q3. Rest of the Pak is other peoples' work.


https://drive.google.com/file/d/1AQKRaZDBHzosX9R5PQGKRW896UlqUgKU/view?usp=sharing


Cheers,
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Offline |iR|Focalor

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Re: Fragger's Hi-Res monsters and another Pak
« Reply #1 on: June 09, 2020, 07:48:52 PM »
I didn't look at it really in depth, I just loaded up the first map in single player and looked at the 2 enemies on that map. The textures are very bright and washed out looking. (Note that I'm using R1Q2 and R1gl.) I'm typically using gl_modulate "7". But I even set it down to gl_modulate "1" (default value) and also set gl_coloredlightmaps from "1" to "0", and they still looked that way, so I'm gonna say that probably ALL of the textures in that monsters ZIP need to be darkened some way in Photoshop or something. The odd thing about Quake2 is it always over-exposes your texture images. You have to make the textures somewhat dark for them to appear correctly inside the game. A basic yellow color in an image when viewing it in Photoshop will over-expose inside the game and appear as white... unless you darken the image a bit.
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Offline rikwad

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Re: Fragger's Hi-Res monsters and another Pak
« Reply #2 on: June 10, 2020, 08:07:37 PM »
I didn't look at it really in depth, I just loaded up the first map in single player and looked at the 2 enemies on that map. The textures are very bright and washed out looking. (Note that I'm using R1Q2 and R1gl.) I'm typically using gl_modulate "7". But I even set it down to gl_modulate "1" (default value) and also set gl_coloredlightmaps from "1" to "0", and they still looked that way, so I'm gonna say that probably ALL of the textures in that monsters ZIP need to be darkened some way in Photoshop or something. The odd thing about Quake2 is it always over-exposes your texture images. You have to make the textures somewhat dark for them to appear correctly inside the game. A basic yellow color in an image when viewing it in Photoshop will over-expose inside the game and appear as white... unless you darken the image a bit.



Yeah, they are designed with bump-mapping in mind for Quake 2 XP, which I don't use. I like the definition in the facial features of some of the models. The Gunner and Enforcer are actually pretty funny, and the fact that they pop out because of their brightness is something I liked too, but I can see the flatness or washing out now. They lack the grittiness and depth of the old models (and some of the charm) in that sense. Maybe I will try out Berserker this weekend and see how they look in that engine.

Cheers,
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Offline |iR|Focalor

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Re: Fragger's Hi-Res monsters and another Pak
« Reply #3 on: June 11, 2020, 01:06:17 AM »
It might be possible to manually darken them yourself to make them work better with typical clients. And doing it image by image would take FOREVER. But... You could also create a batch automation script for Photoshop that would open all the images, apply the same amount of darkening to each image and then save them.

But then again, I think I noticed some of the images were TGA or something other than JPG or PNG. If they have the Q2 color palette indexed to the image, then that would be a little trickier to figure out how to automate, but probably not impossible.
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Offline rikwad

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Re: Fragger's Hi-Res monsters and another Pak
« Reply #4 on: June 17, 2020, 06:45:55 PM »
Thanks for the tips. Maybe when it's -30 here again I will be motivated to do that :)

Cheers,
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