AspecQ3compet1
Download AspecQ3mapSource.zip, instal pk3 in baseq3 and map file in maps folder, open Q3Radiant_202, compile with bsp_FastVis and add true textures in pk3.DETAILS OF TEXTURE RESOLUTIONS
AspecQ3compet1.pk3 (pre-editor)
AspecQ3compet1T0.jpg : 512 X 512
AspecQ3compet1T1.tga : 64 X 64
AspecQ3compet1T2.tga : 64 X 64
AspecQ3compet1T3.tga : 64 X 64
AspecQ3compet1T4.tga : 64 X 64
AspecQ3compet1T5.tga : 64 X 64
AspecQ3compet1T6.tga : 64 X 64
AspecQ3compet1.pk3 (after compiling)
AspecQ3compet1T0.jpg : 384 X 384 "exception" 75% of source texture resolution.
AspecQ3compet1T0_1.jpg : 768 X 768
AspecQ3compet1T0_2.jpg : 768 X 768
AspecQ3compet1T1.jpg : 768 X 768
AspecQ3compet1T2.jpg : 768 X 768
AspecQ3compet1T3.jpg : 768 X 768
AspecQ3compet1T4.jpg : 768 X 768
AspecQ3compet1T5.jpg : 768 X 768
AspecQ3compet1T6.jpg : 576 X 576
AspecQ3dm1
Download AspecQ3mapSource.zip, instal pk3 in baseq3 and map file in maps folder, open Q3Radiant_202, compile with bsp_FastVis and add true textures in pk3.DETAILS OF TEXTURE RESOLUTIONS
AspecQ3dm1.pk3 (pre-editor)
AspecQ3dm1T0.jpg : 512 X 512
AspecQ3dm1T1.tga : 64 X 64
AspecQ3dm1T2.tga : 64 X 64
AspecQ3dm1T3.tga : 64 X 64
AspecQ3dm1T4.tga : 64 X 64
AspecQ3dm1T5.tga : 64 X 64
AspecQ3dm1T6.tga : 64 X 64
AspecQ3dm1.pk3 (after compiling)
AspecQ3dm1T0.jpg : 512 X 512
AspecQ3dm1T0_1.jpg : 1024 X 1024
AspecQ3dm1T0_2.jpg : 1024 X 1024
AspecQ3dm1T1.jpg : 1024 X 1024
AspecQ3dm1T2.jpg : 1024 X 1024
AspecQ3dm1T3.jpg : 1024 X 1024
AspecQ3dm1T4.jpg : 1024 X 1024
AspecQ3dm1T5.jpg : 1024 X 1024
AspecQ3dm1T6.jpg : 768 X 768
AspecQ3dm2
Download AspecQ3mapSource.zip, instal pk3 in baseq3 and map file in maps folder, open Q3Radiant_202, compile with bsp_FastVis and add true textures in pk3.DETAILS OF TEXTURE RESOLUTIONS
AspecQ3dm2.pk3 (pre-editor)
AspecQ3dm2T0.jpg : 512 X 512
AspecQ3dm2T1.tga : 64 X 64
AspecQ3dm2T2.tga : 64 X 64
AspecQ3dm2T3.tga : 64 X 64
AspecQ3dm2T4.tga : 64 X 64
AspecQ3dm2T5.tga : 64 X 64
AspecQ3dm2TA.tga : 256 X 256
AspecQ3dm2.pk3 (after compiling)
AspecQ3dm2T0.jpg : 512 X 512
AspecQ3dm2T0_1.jpg : 1024 X 1024
AspecQ3dm2T0_2.jpg : 1024 X 1024
AspecQ3dm2T1.jpg : 1024 X 1024
AspecQ3dm2T2.jpg : 1024 X 1024
AspecQ3dm2T3.jpg : 1024 X 1024
AspecQ3dm2T4.jpg : 1024 X 1024
AspecQ3dm2T5.jpg : 1024 X 1024
AspecQ3dm2TA.jpg : 1024 X 1024
Conclusion
This very simple technical look pretty good with the Quake 3 engine but in game the texture repetition is very accentuated and you need more RAM like default's game maps.I've used this technic with my first Doom 3 map and i've improve this technic for limited the texture repetition with my second Doom 3 map.
I improved this technic with the normalmaps for a result I call High Displacement Resolution with my last Doom 3 map.
To Resume
QUAKE2 engine : editor resolution = game resolution
Quake 3 engine : editor resolution is saved in game resolution (resolution texture for details in game)
Doom 3/Quake 4 engines : editor resolution is saved in game resolution (resolution texture for quality in game)
The best engine ?
No brushes, only one big texture "foldable" with a resolution in game greater than in the editor. (resolution texture for quality in game)
If you increase screen resolution, the texture resolution is greater than the origin size.
A dream engine for a texture artist like me.
If you have problems with this tutorial, you can contact me.
If you find that a passage of this tutorial is not clear enough, or not what you wanted even if you have any other notices/critical question/, you can contact me.
Lastly, if you found this tutorial useful, you can leave me a small message of thanks.