What about those deeply-learned 'HD' texture packs I mentioned? Well! After 'deep dreaming' AI neutral network cybertech digipaint techniques came to prominence in 2015 with those horrific images dripping with eyeballs and dogs, canny folks figured they could use it to re-imagine low-resolution video games textures with more detail in higher resolution. Fans have tinkered with a great many games, trying to wipe away blocky old pixels in a better way than the ugly "upscale then sharpen" technique of most texture pack mods.
I think part of my issue is that low-res textures are suggestions for the imagination, a smattering of pixels to convey the idea of what a surface is supposed to be. They exaggerate, they fake, they trick. Lacking our fancy modern lighting and shadowing tech that can simulate many properties of real materials, they needed to evoke rather than capture, living in the imagination not the eye. They're abstract and unreal in a pleasing way. Adding more detail to these textural suggestions and low-fi worlds makes higher-resolution remakes and hallucinations feel more artificial to me.
The project is allowed to use Blood textures and sounds under fair use without fear of legal repercussions, based on a quitclaim licence from Atari (then Infogrames) granted through the mediation of Joseph "knghtbrd" Carter from the Debian project. This was preceded by an endorsement by then Monolith Productions CEO Jason Hall on February 14, 2001. Some high people in the project had suggested a potential equivalent to Transfusion for Blood II: The Chosen under the free software Quake III engine (probably ioquake3); there are already recreations of some Blood II BloodBath levels included in Transfusion. The Transfusion levels and engine are free software under the GNU General Public License however most of the sounds, graphics and music are proprietary, and are mostly from Blood. These are owned by Monolith Productions and are used under permission. Transfusion runs on Microsoft Windows, GNU/Linux, *BSD, and Mac OS X.
Playing through the single player game gives you the chance to soak up each of the conversions one by one. Throughout the campaign, the game moves fast, but it also boasts some great modelling and textures. The models look almost indistinguishable from their PC counterparts, and the textures although occasionally a little fuzzy are nigh-on perfect. As if this were not enough, all of the weapon models are present and correct, from the pea-shooting Machinegun to the powerful Railgun. The single player game won't occupy you for terribly long but then that's not what Arena is about. That leaves us with the Internet. And it's quite a subject. As we're sitting on a 33Kbps connection things are naturally going to be somewhat lagged, or so I thought, however after logging on to Dreamarena and locating a populated server (no mean feat, seeing as at the time of writing it wasn't actually available in this country) I discovered to my amusement that it was perfectly playable! Pings were nowhere near the terrifying levels that I had expected. Games were quite hectic, but it was abundantly clear who was and wasn't using a keyboard and mouse combination. Even on the Dreamcast it really is the single most important variable. Playing with four players locally is also fairly entertaining, especially investigating the various multiplayer modes and the power ups, like the Free For All dominating Quad Damage. As for the game mods; Capture the Flag is a firm favourite on the net but a little impractical locally. Tournament is better, facing friends off one against one, and the team-based challenge is great two versus two, but of course, you can't plug four keyboards and four mice into the Dreamcast, and there is barely room for two setups on the desk in front of my TV. And how many other people have their TVs on a desk? It's a shame, but this is hardly something Raster could have done anything about, to be fair.
Quake has hundreds of user created levels - known variously as "mods", "totalconversions" or simply "maps".To run new maps, place the bsp file into the "quake/id1/maps"subdirectory, and start Quake with the +map MAPNAME option.
Creating mods is done with map editors and compilers, but also involves ....texture creation, making pak files, modeling, skinning, editing sound andgraphics files, and writing your own progs.dat with Quake C. Linux support is available, but is not comprehensive.
Some mission-packs/mods for Quake can cause existing player/monster models tobe drawn with lines all over the place. To fix this, delete the directory"quake/id1/glquake". When you next run the game, it will remake this directoryand everything should be fine.
Qauke 3 Arena - Jedi Academy Arena - remakepk1 pack BY Jenova*Rebirth*Installation :-Place the q3_remakepk1_jr.pk3 in your game data/base fodlerArena Gate - Quake 3 DM1 - The Yavin Effect by Jenova*Rebirth*Info :- New music : Yes New textures : nobot routes : yesDetails:- This is a re-creation of the quake 3 map q3dm1 Arena Gate.I did my best to re-create it and it runs in ffa, duel and power duel.Its a little out of scale with the original quake 3 map, its minutelysmaller in terms of corridor space, but the main outside and hall seemto be rather close to the original maps size.The Monsters mouth is a little buggy but nothing huge and noticeable.I have placed JA weapons in the spots where the Quake 3 weapons were, and matched JA weapons as best I could to the Quake 3 weapons.Ja rocket launcher where the q3 launcher was.Ja Bow caster where the q3 Shotgun was.JA repeater where the q3 plasma rifle was.Thats all I remember. Shields and health are in same places also.I have lit up the outside with a sun which casts the buildings shadowonto the floor below, added a minor ambient lighting to help undarken it a little and add a bit of reality to the shadow, as no shadow is pitch black.Then placed fire stands throughout the insides where they were in q3.Made holes in cieling as appropriate to create more lighting effect.I also added rain to the map for a bit more effect, and also the musicthat was used for the q3 map is used here to keep to the original map a little.***********************Introduction Arena - Quake 3 DM0 - The Bounty Effect by Jenova*Rebirth*Info :- New music : Yes New textures : nobot routes : yesDetails:- This is the Introduction map for Qauke 3 arena that teaches you how to play quake 3 remade for jedi academy. It plays in FFA, duel and power duel.This one is also a tiny bit out of scale but its just fine.I have once again Placed weapons in the places they spawned in Quake 3and tried to link the guns from quake 3 to any JA gun I thought was close to each.This is set at midnight in a bounty theme, A moon shines a nice deep blue light upon the arena and allows the buildings to create a nice shadow. Lights are scattered throughout the inside area's to help light it up. Jenova*Rebirth*
What this really meant to say was if you make a quake one mod that references or uses quake one media (textures, compiled maps, models or sounds) the recipient must own quake one. In other words, you are not licensed to re-distribute iD software proprietary media with your releases. 2b1af7f3a8