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>> No.3154302 [View]
File: 22 KB, 512x384, carch03.png [View same] [iqdb] [saucenao] [google]
3154302

>>3154279
On top of that, the texture itself is oblong- as are lots of other curved textures like other round ceiling bits, end of level arches, and so on- which leads to further questions.

>>3154286
I noticed that afterwards, yeah, but there's also the BIG big red circle- the one that's made from four smaller 192x192 (IIRC) textures just rotated around themselves, and that one is definitely big and long with nothing to say otherwise. There's also Ranger's face like >>3154271 said, similar to Doomguy's squished face when using a non-stretched resolution, and multiple textures that make squares when stretched but rectangles when standard, and that some enemies (Grunts, Zombies, other humanoids) look like midgets normally but like normal-sized humans when stretched, and other enemies (Vores, Shamblers) look like toothpicks when stretched.

I'm almost willing to guess that some of the art assets in Quake were designed to be played in a stretched resolution- like when making them for Doom- and others were designed to be used with no stretching required, like later true 3d engines. If nothing else, it would go hand in hand with how rushed and cobbled-together Quake was and the stories about not wanting to throw away stuff the art guys had made even as the game changed theme.

'course, you can probably handwave it all by pointing out that when you're dealing with the Great Old Ones, you shouldn't expect the architecture to make sense anyway so why not make it a meta example?

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