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UDK Quake Texture/Material Pack for UT3 Editor

Discussion in 'Content Releases' started by WedgeBob, Aug 12, 2010.

  1. WedgeBob

    WedgeBob XSI Mod Tool User

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    Quake Texture/Material Pack for UT3/UDK Editor

    I have compiled some texture/material packages for use with Unreal Technology 3 (either UDK or UT3), from the classic shooter, Quake. I compiled these through various tools, such as GIMP, TexMex, and Paint, etc... Although these may not exactly have the same graphics quality as the Tenebrae port, it is, however, about as close to the original as you can get. I have a few screenshots with samples of textures/materials that I have included, and have a .ZIP file handy for you to download as well:

    [Screenshots]

    Floors and Ceilings:
    [​IMG]

    Sky, Terrain, and Water:
    [​IMG]

    Gothic Sky, Terrain, and Lava:
    [​IMG]

    Walls:
    [​IMG]

    [Download]
    http://www.mediafire.com/file/bo3wwk01r3s8t8s/QU_Textures.ZIP
     
    Last edited: Aug 19, 2010
  2. stevelois

    stevelois New Member

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    I presume all mappers who love / like the Quake series will love what you've done :D

    Is this pack a final one ?

    I would like to advertise your pack on my blog (a bit of pub never hurt) but I was wondering if it will evolve & if your gonna post the pack on Epic as well so I'll post all links in 1 shot :)
     
  3. WedgeBob

    WedgeBob XSI Mod Tool User

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    I'm actually doing a revamp which will bring animation to the sky and liquids (I believe the skies in Quake 1 did scroll/pan, iirc, not so sure what type of movements the liquids made, now), and I'm actually doing more separated texture packs to make it easier. You'll get the revamped version of this pack by the end of the week. Might have to get into Blender to write pillars, supports, wall torches, and the like. Haven't gotten into custom static meshes, since 3DS Max and Maya (Autodesk) charges through the nose for a license/full version. I'll find out what to do, GIMP and Blender are pretty good tools, and do have support for UT3, so no trouble there.
     
    Last edited: Aug 16, 2010
  4. stevelois

    stevelois New Member

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    Cool then, I'll wait for the next version & will advertise when everything is ready.

    Keep up the good work :)
     
  5. MrMaddog

    MrMaddog Flak Monkey

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    Shame The Bad Place web site is gone...would be awesome to see Quake remakes for UT3 :lol:
     
  6. WedgeBob

    WedgeBob XSI Mod Tool User

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    Heh...here's an updated screenshot of where I'm at right now with the texture pack. Not gonna say that this will really be an official map that I'm building yet, just a demo map to show off the sky, lava, wall torch, and all the BSP textures (keep in mind that I don't really have any official static meshes of my own, I just applied my materials to the existing static meshes from various stock packages):

    [​IMG]

    I'm probably gonna study up on Blender some more to see where I can bring in some real static meshes that are closer to the original Quake-style pillars, supports, catwalks, etc... Easier said than done.
     
  7. WedgeBob

    WedgeBob XSI Mod Tool User

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    All righty, uploaded the revamped texture packages for you guys. Now keep in mind, that these are only materials, terrain, liquids, and skies from Quake. I haven't been giving any time to learn the various detail architecture from Quake to really translate anything to static meshes, considering that Quake was primarily a BSP-based engine, so translating some of the pillars, bridges, catwalks, platforms, etc... in Blender may not be as easy as I first thought. Time'll tell what I do there. For now, the material package is yours, treat 'er well. The above screenshot used stock UT3 meshes retextured with the Quake materials.
     
  8. WedgeBob

    WedgeBob XSI Mod Tool User

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    Right now it is. I also linked my package in the Quake One Resurrection community as well (www.quakeone.com). I'm hoping that there are some people over there that are on the quest to spread the love of classic Quake beyond their borders and into other games like UT3. After all, it was the first Quake game that broke the multiplayer barrier and brought MP FPS gaming to the levels that we see in today's games like UT3. So, yeah...hopefully Baker won't shut it down, but yeah, at least I'm trying to revive multiplayer gaming thought to be dead.

    Come to think of it, how is the original Quake doing? Are there still people playing in those servers, if any still exist?
     
  9. stevelois

    stevelois New Member

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    Cool :)

    So I had just publish the news on my blog, hoping you get some feedback :D

    I don't know about online playing (I never play online). I don't really remember how quake was since the only Quake I've play was Quake 3 Arena which I switch to DOOM3 after.

    THX for taking the time to make the pack & to share it in the first place. Quake fans should be thankful because now, they have more assets to play with to build Quake maps ;)
     
  10. WedgeBob

    WedgeBob XSI Mod Tool User

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    Yes, all I have to do is learn some of the BSP patterns that Quake used, and translate them to static meshes in Blender. That will be a completely separate package, as you may expect. I'm starting to get active in the Quake One Resurrection community again, I've been off their bandwagon for a while, but now that I'm getting back on, I'm more serious about this than ever before. Thanks for your support in this matter. Like I said, Quake was primarily a BSP-based engine, iirc. I don't think that static meshes even existed until Quake 3 Arena or UT99 first came out, iirc.

    Also, thanks for the help, Steve. In return, I'll grant you permission to be one of the first to use this texture pack and take a crack at making a Quake 1 map of your choice. You'll probably have a better idea of what to bring back than I do at this point. I'm still in a hang-up in terms of which one of those six deathmatch maps I want to revive. Those were pretty good DMs that iD made for Quake. IIRC, didn't the single-player maps double as DMs, too? Trying to remember now.
     
    Last edited: Aug 24, 2010
  11. Wisebeardiness

    Wisebeardiness New Member

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    That's awesome! Could definitely recreate some classic Quake levels :D

    Did you create bump maps for them as well?
     
    Last edited: Nov 22, 2010
  12. WedgeBob

    WedgeBob XSI Mod Tool User

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    Yes, normal mapped, and specularized. Although I'm probably gonna have to open up Milkshape later and try to get some 3D models done (note that Quake was a BSP-only game, iirc, so making 3D models of some of the architecture in Milkshape to get some static meshes in there won't be a problem).

    EDIT: Actually, I probably might look into Blender 2.56a for some modeling, but it seems like I'll have to use Milkshape to handle .ASE exports, since the current version of Blender doesn't seem to have a stable plugin for doing that format of static mesh. Between the two, tho, I can't complain.
     
    Last edited: Mar 4, 2011

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