Title: Chex Quest hi-res re-texturing project
Lucius Octavion - November 10, 2007 07:06 AM (GMT)
I was thinking the other day how it would be totally rad if TUCQ really did get ported to gzdoom and stuff, because then we could have high resolution textures. This has been done with doom and the results are fantastic. I did a little research on re-texturing, and learned things with photoshop like bumpmapping.
I went and made a few re-textures of some CQ textures. They came out really good and I want you guys to see the difference. I posted two of them below. I can work on this if TUCQ will indeed be ported and if the community thinks it is worthwhile. I can also use help from people who are advanced enough with image editing. I don't know if any of the guys in the doom realm would be willing to work on this as well, but it's worth asking them. If you guys know anyone else, please, let me know. This is a time consuming activity though!
Here are two of the re-textures so far. I also made an orgwall but it got erased. Hope you like them. If you cant see the whole picture, right click and go to view image. Let me know if you or anyone else is interested!

Updates (all):
Loremaster - November 10, 2007 07:31 AM (GMT)
Wow. Those came out awesome. I especially love the little "General Access" tag on the door keypad.
Manny Cav - November 10, 2007 02:26 PM (GMT)
Wow. That's just too detailed for you to have simpley processed the image throught an automated process. You had to have done manual labor on that.
Replica - November 10, 2007 05:39 PM (GMT)
How much High res Can GZdoom go up to? This looks awsome.
Dvader0086 - November 10, 2007 07:23 PM (GMT)
Looks good! I can't imagine a better Chex Quest!
Anonymous - November 10, 2007 08:27 PM (GMT)
Oh.
My.
Chex.
AWESOME!!! Now I WANT TUCQ to be ported to GZDoom.
Do the slime-floors. :D
Lucius Octavion - November 11, 2007 02:51 AM (GMT)
I added two more. The blue wall and the laboratory door. The lab door took me hours to do but it came out really good. :D
They are both posted as updates in the original post.
Admins, if the graphic load gets too big, let me know and I will simply post them as links.
Replica - November 11, 2007 02:56 AM (GMT)
The blue wall, it looks more like water. Nicly done though ^_^
Anonymous - November 11, 2007 02:57 AM (GMT)
Nice! Love how you used the new Chex logo. The original blue floor looked too much like carpeting. Keep it up!
Manny Cav - November 11, 2007 03:09 AM (GMT)
Oh, my. Those look gorgeous. My only concern is that the "LABORATORY" text on the door will be illegible due to it shrinking down too small. But, man, those look nice.
Lucius Octavion - November 11, 2007 04:25 AM (GMT)
Thanks for the feedback guys. If you want I can try and bolden and stretch the laboratory text out a little bit more, manny. I cant really do anything else now. The text is kind of small, but it will not be illegible in-game. For the blue wall, I tried to give it a fake marble wallpaper kind of look. If you don't like it then maybe I can make a new one based off the one from Chex Trek.
EDIT: I just realized the blue wall texture in Chex Trek is actually lower resolution than mine. I don't think it will work, but if you guys don't like mine I can try and make another one.
Eventually I want to get all the major textures done. However I think the more organic textures will be extremely difficult, such as the cave walls and slime walls. I can try but I may need help from someone like freelanzer or kuri kai. If any of you can make textures like these to speed up the process that would be greatly greatly appreciated. Prior to this I have never made a high resolution texture. The general things I do to improve a texture is this:
- resize original texture 4x and then convert to RGB mode
- break texture into individual shapes and make layers from them
- use the median filter
- add monochromatic noise when needed
- add texture filters if needed
- use bump mapping sometimes
- use lots of layer styles (shadow, bevel/emboss)
- manually use dodge and burn tools for everything else
- add little details and blemishes
And that's about it. It's not all that hard, but it takes time and you need to be somewhat artistic about it.
You can also try and find textures online to use in yours.
xbolt - November 11, 2007 05:52 AM (GMT)
That's some pretty sweet stuff there, Lucius! :D
Have you checked to see how well they tile?
Lucius Octavion - November 11, 2007 05:58 AM (GMT)
The doors don't need to tile. The blue wall I know tiles perfectly. The brown one probably does pretty well but I may have to do some minor tweaks.
So you guys know. Image editors like GIMP, Photoshop, and Paint Shop Pro are good for this kind of project.
Boingo the Clown - November 11, 2007 05:26 PM (GMT)
I am fully in favour of updating the original textures. Good work!
I have some *minor* issues with the retextures. I was starting to post them, but I think I would rather speak to you about them personally, rather than here.
My main concern is that the new version absolutely *must* keep the same cartoonish look of the originals. I think we can all agree that the original cartoon style is a vital component of the original Chex Quest, so I think it is a good idea to try to keep everything looking hand drawn if at all possible.
Lucius Octavion: Please contact me on MS Messenger or ICQ so we can chat. :)
redbipedicus - November 11, 2007 05:55 PM (GMT)
Those textures are amazing!
However, like Boingo said, the cartoony style is very important, too. It's what made Chex Quest Chex Quest. Here's the difficult part:
You need to fnd a balance between detail and cartoony. If the textures become too photorealistic, then the ol' chex man and the bug-eyed flemoids would seem somewhat out of place.
Lucius Octavion - November 11, 2007 05:59 PM (GMT)
| QUOTE (Boingo the Clown @ Nov 11 2007, 01:26 PM) |
I am fully in favour of updating the original textures. Good work!
I have some *minor* issues with the retextures. I was starting to post them, but I think I would rather speak to you about them personally, rather than here.
My main concern is that the new version absolutely *must* keep the same cartoonish look of the originals. I think we can all agree that the original cartoon style is a vital component of the original Chex Quest, so I think it is a good idea to try to keep everything looking hand drawn if at all possible.
Lucius Octavion: Please contact me on MS Messenger or ICQ so we can chat. :) |
Dude, you're the boss. I will do anything you say. I also think the cartoon style is extremely important to the original feel of the game. Whatever your issues are, please let me know.
I don't really know how to contact you with chat. Can you send me pm perhaps telling me how to do so? Either that or we can use something like player connector. EDIT: I just looked in your profile and got your ICQ number. When do you want to talk to me?
PatPeter - November 15, 2007 01:47 AM (GMT)
Whoa dude did you do those? THEY ARE GODLY! If you can put them in a mod. I would love playing that.
I was thinking of making a Chex Quest coop map on the Source Engine, i.e. Half-Life 2.
Manny Cav - November 15, 2007 02:59 AM (GMT)
| QUOTE (PatPeter @ Nov 14 2007, 07:47 PM) |
| Whoa dude did you do those? THEY ARE GODLY! If you can put them in a mod. I would love playing that. |
As a matter of fact, I'm pretty sure that what Lucicus here is doing is making hi-res textures for TUCQ, which is soon to be ported over to GZDoom.
Lucius Octavion - November 15, 2007 08:18 PM (GMT)
I re did the lab door and the regular door again because boingo wanted them a little different and more similar to the originals in some aspects. I shall post them soon. Watch this space. I still have to do the new blue wall.
Boingo the Clown - November 15, 2007 09:14 PM (GMT)
I will repeat the basic gist of what I told L.A. so everyone will know.
Basically, I want new and redone textures to keep the same hand drawn cartoon look of the originals. That was the look originally established by Chuck.
Most people will want to make their textures as realistic as possible, but I hope they will be able to resist this temptation. Chex Quest takes place in a cartoon world, and I would like to keep to that cartoon look if at all possible.
PatPeter - November 15, 2007 09:52 PM (GMT)
| QUOTE (Boingo the Clown @ Nov 11 2007, 12:26 PM) |
My main concern is that the new version absolutely *must* keep the same cartoonish look of the originals. I think we can all agree that the original cartoon style is a vital component of the original Chex Quest, so I think it is a good idea to try to keep everything looking hand drawn if at all possible. |
Yeah you can still have really good graphics with cartoons still in mind.
Its not like we are using the Source, or Unreal, or any of the really high realism engines.
atariangamer - November 16, 2007 04:00 PM (GMT)
Just as a precaution, could you post the textures in action? maybe a screenshot from the final room in E1M1 with the blue wall replaced. I just think that in we see what the map would look like in contrast to the objects and flemoids, we could see what is cartoony and what isn't
Manny Cav - November 16, 2007 05:40 PM (GMT)
| QUOTE (atariangamer @ Nov 16 2007, 10:00 AM) |
| Just as a precaution, could you post the textures in action? maybe a screenshot from the final room in E1M1 with the blue wall replaced. I just think that in we see what the map would look like in contrast to the objects and flemoids, we could see what is cartoony and what isn't |
I second this.
Lucius Octavion - November 17, 2007 05:09 AM (GMT)
Well, as of right now I don't think it would be stable without TUCQ on gzdoom yet because of what Boingo has done with arranging all the patches and the changeme patches. Also, TUCQ isn't even on gzdoom yet. I could try to get it to work, but don't expect me to do it with every texture.
Here is a redo of the lab door retexture due to Boingo's requests. Also here is an improvement of the normal door too.

Manny Cav - November 18, 2007 03:03 AM (GMT)
I guess he was none too impressed with the non-cartoony and un-classical new Chex Quest logo. :lol:
Lucius Octavion - November 18, 2007 03:06 AM (GMT)
Basically the changes are:
- classic chex logo with the "r" and indented letters.
- different side panel
- keypad no longer looks candy-like
- larger text
For the normal door, the wire is thicker, keypad is also no longer jeweled and the slats are larger.
Replica - November 18, 2007 04:00 AM (GMT)
Manny Cav - November 18, 2007 01:47 PM (GMT)
| QUOTE (Lucius Octavion @ Nov 17 2007, 09:06 PM) |
Basically the changes are:
- classic chex logo with the "r" and indented letters. - different side panel - keypad no longer looks candy-like - larger text
For the normal door, the wire is thicker, keypad is also no longer jeweled and the slats are larger. |
Funny. The only "R" on that texture is in "LABORATORY" and the newer logo seems more indented than the classic one. Anyway, how long does it usually take you to do something like this? Is there much manual editing involved, or do you just normally run it through one process after another?
Lucius Octavion - November 18, 2007 06:21 PM (GMT)
Well some take longer than others. You have to break every part of the texture into individual shapes, and since the lab door has a lot, it took me hours to do.
PatPeter - November 18, 2007 11:54 PM (GMT)
I think we need to map out the differences between "realistic" and "cartoony" because as far as I need be concerned I want re-texture #1 Chex logo, Re-texture #2 I could care less about.
Also for re-texture #2 for the normal door could you put retexture #1 to the left of it for comparison?
Lucius Octavion - November 19, 2007 12:05 AM (GMT)
I have already posted the material that you need to do that. Copy and paste both images into paint. For redo's I don't plan on putting comparisons, just to save space.
Boingo the Clown - November 19, 2007 12:15 AM (GMT)

It is almost perfect.
There are still some jaggies on the upper right and lower left angle braces to be smoothed out, and I am not sure I like the text on the keypad display, but otherwise it is perfect.
atariangamer - November 19, 2007 01:22 PM (GMT)
I'm going to try to get these put into a hi res map, but what size wall do I need?
is this a 128x128, or a 256x256? And, how do you change the view height in GZDooM? Tried to play DeiMWolf on it and it looked weird...plus I kinda like the fish eye effect in the camera.
BTW, I like the 2nd texture door with the old chex logo. Just try to make the sign look worn out and scuffed like the first one.
Manny Cav - November 19, 2007 02:01 PM (GMT)
| QUOTE (atariangamer @ Nov 19 2007, 07:22 AM) |
I'm going to try to get these put into a hi res map, but what size wall do I need? is this a 128x128, or a 256x256? And, how do you change the view height in GZDooM? Tried to play DeiMWolf on it and it looked weird...plus I kinda like the fish eye effect in the camera.
BTW, I like the 2nd texture door with the old chex logo. Just try to make the sign look worn out and scuffed like the first one. |
Internet Explorer tells me the resolution of the images are 512x512.
Lucius Octavion - November 19, 2007 08:12 PM (GMT)
You don't have to change the size of the map. Gzdoom should scale the textures if it works correctly.
Boingo the Clown - November 19, 2007 09:40 PM (GMT)
| QUOTE (atariangamer @ Nov 19 2007, 01:22 PM) |
| Tried to play DeiMWolf on it and it looked weird...plus I kinda like the fish eye effect in the camera. |
I have not yet released a GZDooM version of DeiMWolf yet, due to various holdups. The high res textures currently exist only on my hard drive.
atariangamer - November 20, 2007 01:13 PM (GMT)
512x512? Wouldn't the wall have to be 512 high to maintain quality? O well, I gotta download doom builder again...Mine messed up by mixing all textures and floors together, and then it wouldn't let me test my maps. XWE won't work on my computer anymore either. Thankfuly, I have a 1 gig flash drive and a laptop. I have Thanksgiving break Wednesday to Friday, so I'll be working on this over the week.
Boingo the Clown - November 20, 2007 01:26 PM (GMT)
| QUOTE (atariangamer @ Nov 20 2007, 01:13 PM) |
| 512x512? Wouldn't the wall have to be 512 high to maintain quality? O well, I gotta download doom builder again...Mine messed up by mixing all textures and floors together, and then it wouldn't let me test my maps. XWE won't work on my computer anymore either. Thankfuly, I have a 1 gig flash drive and a laptop. I have Thanksgiving break Wednesday to Friday, so I'll be working on this over the week. |
GZDooM shrinks the textures. It is possible to have textures that have two or four times the normal resolution. This is not done by enlarging the wall.
Check out the screen shot of the high res version of the Hitler portrait in DeiMWolf and compare it to the version at regular DooM resolution. You can see them in the screen shots section of the DeiMWolf site.
Lucius Octavion - November 20, 2007 09:09 PM (GMT)
I'm glad someone else is also doing this besides me. The more people working on it the better.
Replica - November 20, 2007 10:21 PM (GMT)
Hmmm, i would help. But i kinda suck. I'll try the lift texture, But dont expect much.
edit =

Told you its not to good. hmmm, Can their be High res flats?