Light
#11685 posted by Kinn on 2012/02/09 21:00:26
so regarding mh's BengtLightColoured - do I have any reason to switch to using it over bengt's original if I'm not implementing coloured light?
Using coloured lighting in Quake is a bit like trying to "improve" a Piranesi etching with a box of Crayola.
It Multithreads Like F*k
#11686 posted by RickyT33 on 2012/02/09 21:03:33
Using
#11687 posted by RickyT33 on 2012/02/09 21:04:02
-threads
#11688 posted by RickyT33 on 2012/02/09 21:04:12
#
#11689 posted by necros on 2012/02/09 21:19:15
oops, yes, i forgot to mention, there's also multithreading, so even if you're not using the coloured lighting, it's still way faster.
and i wouldn't discount coloured lighting entirely. i certainly don't advocate neon greens and blues, but subtle shifts can really add a lot to an area. even just tinting outdoor sun minlight slightly blue can make shadows look deeper and more natural.
But
#11690 posted by Kinn on 2012/02/09 21:34:58
Ah cool, I'll have a look at the threading shizzle :}
Regarding coloured lights - I only use WinQuake so won't ever see them. These fancy GL-based engines do horrible things to the look of Quake's textures and lightmaps. Texture filtering in Quake is about as appropriate as a J-Pop soundtrack in a Fritz Lang noir. Jesus >_<.
Kinn
#11691 posted by negke on 2012/02/09 21:46:53
Fitzquake + gl_texturemode 3 ftw
Or if you're adventurous, there's the Qbism engine which is a high-limit software port with support for colored lighting as stuff.
Btw. running BJP's light with the -gate 1 speeds it up considerably without visible downsides. Not sure if the multithreading light has that too (would make it a one second job, I assume).
Kinn
#11692 posted by Spirit on 2012/02/09 21:57:09
#11693 posted by necros on 2012/02/09 22:14:06
mh's light is based on aguirre's light, so it has everything + coloured lights and multithreading.
Yeah
#11694 posted by Kinn on 2012/02/09 22:17:38
I tried gl_texturemode 3 with GL-based engines but you still don't get that crucial striated effect with the lighting, and besides, circular particles are just wrong.
It's a bit like getting Optimus Prime for christmas only to discover you've been bought the Chinese knockoff version instead.
Qbism looks less offensive than most engines I agree. Pol Pot was also less evil than Hitler.
I've always used -gate 1 btw...
circular particles are just wrong.
r_particles 2
#11696 posted by necros on 2012/02/09 22:30:43
kinn's overflowing with similes today. ;)
Heh
#11697 posted by Kinn on 2012/02/09 22:38:28
r_particles 2
Hehe, learn a new thing every day.
I'm still not using a custom engine though.
#11698 posted by Spirit on 2012/02/09 22:52:14
But with a custom engine you could use high-res skins like this http://www.securitronlinux.com/files/dp000012.jpg
Um
#11699 posted by Kinn on 2012/02/09 23:04:16
But with a custom engine you could use high-res skins like this
But why would I want to see a knight in that much detail? Would H.P. Lovecraft's stories have been improved if he presented his horrors in such mundane and precise detail?
Keep It Pure!
First, you think colored light is fine, then you'd want truecolor textures...
this way you'll end up with q2 monsters allover your maps!
And the last thing you know you are not allowed on quaddicted anymore.
Qbism
#11701 posted by jt_ on 2012/02/10 04:59:24
doesn't do coloured lighting.
#11702 posted by JneeraZ on 2012/02/10 15:42:28
Rock on, Kinn. You're a man after my own heart. :) Blocky pixels and low res texture FOREVER.
That high res knight, to me, looks ridiculous.
#11703 posted by Spirit on 2012/02/10 15:48:19
but it can now stab you with its nose!
didn't everyone get the memo on "higher resolution being always better"?
but it can now stab you with its exaggerated junk!
Yah
#11705 posted by Kinn on 2012/02/10 18:31:38
Rock on, Kinn. You're a man after my own heart. :) Blocky pixels and low res texture FOREVER.
/hugs Willem.
And I bet he looks real menacing when the 8-bit vertex precision is causing his face to swim around on his cube head like a swirl of cr�me fra�che on a bowl of carrot soup.
I truly believe, in the most honest and genuine way, that Quake in its untainted, software rendered form has a timeless quality to its visuals that is only degraded by the addition of polygons or additional colours or texture effects or whatever. All of the visual elements perfectly balance and complement each other in terms of style, level of detail, palette etc. etc. Any changes to one or more throws the balance out of whack and the overall effect is only one of dissonance. Unless you literally redo every aspect of Quake's visuals so that you achieve a new overall unification, you're always going to end up with something that looks like one of those cheap shovelware games from ten years ago or something.
#11706 posted by necros on 2012/02/10 18:49:37
causing his face to swim around on his cube head like a swirl of cr�me fra�che on a bowl of carrot soup.
seriously, are these just coming to you? hehehe :D
Junk
#11707 posted by Kinn on 2012/02/10 20:09:34
but it can now stab you with its exaggerated junk!
Heh, reminds me of this "alternative" hellknight skin I once did but wisely decided not to inflict upon the world. Check out those buns. Feel free to use it if you're so inclined:
http://dl.dropbox.com/u/61424391/Temp/campness.bmp
Dat Ass
#11708 posted by jt_ on 2012/02/10 21:07:34
Heh
#11709 posted by ijed on 2012/02/10 21:08:08
What's your painting method?
Despite his arse hanging out and him looking like an extra from the sexually ambiguous 300 it's well done :)
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