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#quake (game)
devilrose · 5 months
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Visor time, again
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fpsprotag-poll · 1 year
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ROUND 3
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dark-drawssss · 10 months
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I'm no shipping artist but since pride month is ending I wanted to draw a Doom/Quake3 ship I really liked.
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ryunumber · 1 year
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Ranger from the Quake series
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Ranger has a Ryu Number of 3.
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fae-helmet · 10 months
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a ven diagram of boomer shooter protagonists, arranged by how much they know/care about sex.
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teegaken · 2 months
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Death Knight
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impulse-nine · 1 year
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The Colors of Quake
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This weird mess is the color palette that Quake uses! The original Quake engine could only display variations of these exact 256 colors due to hardware restraints, so while designing the textures for the player, the enemies, the items, the environment, and even the UI, ID Software had to make sure they only used these colors. Most of them are very brown.
Here are some very disconnected fun facts about the Quake palette!
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The bottom row of the palette is for fullbright colors. These colors are usually used in flourecent lights, fires, lazers, and plasma beams, and they always display the same color no matter the light level. You can see these colors being used to their full potential in techbase mods like Alkaline, where enemies often have glowing weapons or armor!
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Color #255 on the palette is often used for transparent textures such as grates, chain-link fences, vegetation, decorations, and lettered signs. Most modern Quake source ports will ignore this color if the texture starts with the "{" character.
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You may have noticed that right around the halfway point of the palette, the pattern of dark-to-light colors switches. Nobody knows why this happened.
"It is important that the latter 8 palette rows are 'backwards' (light-to-dark instead of dark-to-light). It appears that the ID artists did this for no good reason in the original Quake palette, and the engine programmers were forced to add a hack to accommodate it (along with the comment "the artists made some backwards ranges. sigh"). The only area this affects is player shirt/pants color translation (where one palette row must be mapped to another)." - The Quake Wiki
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Having several different variations of the same color in a palette meant that Quake could easily reuse textures by recoloring them. You can see this being used in the Multiplayer config menu, where you can change the player color. Every time you change the player's color, it's actually cycling through a row of the color palette!
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While Quake's colors are often laughed at for being overwhelmingly brown, you can pull off some pretty impressive stuff with them. The texture artist and environment designer Makkon has released several truly incredible texture wads for Quake that really show how much detail you can squeeze out of a limited color palette!
ID Software's games kept using color palettes until the release of Quake 3, which used JPEGs that can hold pretty much any color. Today, modern Quake engines can render most colors just fine, so long as you use TGA images to stand in for palette-limited textures. But the original color palette has a place in the hearts of many Quake fans, and it is the standard used by most mappers and modders.
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starsquinkle · 1 year
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obsessed with the way that the ammo boxes for the NAIL GUN in Quake have the nine inch nails logo on them
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emilienblanchard · 10 months
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ranger from Quake Champion
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maddyaddy · 9 months
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YO FREE QUAKE 2 REMASTER!
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PRAISE BE TO TODD!
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devilrose · 7 months
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Slash from Quake 3 Arena / Quake Champions - artwork from recent years. Punk fashion!...
See alt text for more about each picture.
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fpsprotag-poll · 1 year
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ROUND 2
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gibusnipu · 1 year
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spoomky
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never-obsolete · 8 months
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Quake III Arena (1999)
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makkon · 10 months
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some shambler redesign doodles
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teegaken · 9 months
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Quake 2
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