Take A Look Here
#4140 posted by aguirRe on 2004/04/29 12:39:45
Well That Didn't Take Long
#4141 posted by Drew on 2004/04/29 13:17:11
Thanks alot.
Interesting Effect I've Noticed
#4142 posted by HeadThump on 2004/04/29 13:22:40
When playing the IkBlue or KJSP1 levels in Dark Places with the stencil buffer on. The letters and trim form silhouettes on the surfaces of the opposing walls but they are not really proportional to the shadows shape.
I guess it doesn't handle textures with a gradient baked in well unless you use the gradient as a bump map.
The Thing With Kjsp1 Textures
#4143 posted by necros on 2004/04/29 13:42:10
i noticed is that there are a lot more details than you see ingame... personally, if you use fitzquake or any engine that supports external textures, extract the textures from the bsp as tga as use those. the engines seem to draw the textures darker and you can see more detail. it makes kjsp1 look a lot better. too bad i didn't know that the first itme around. ;)
Another Thing
#4144 posted by aguirRe on 2004/04/29 13:57:39
is to temporarily disable idgamma if you're using that when playing kjsp1. In this map it makes a huge difference for the textures.
Shambler also pointed this out in his review: http://www.planetquake.com/teamshambler/rev011014.html
Yep
#4145 posted by necros on 2004/04/29 14:17:48
actually, maybe this is just me, but even with idgamma disabled, it still looks bright...
here: http://www.planetquake.com/necros/temp/kjsp1_com.jpg
with external textures, they seem even darker than without idgamma.
just to be certain i don't have it on accidentally: idgamma stores the extra palette in pak2.pak right?
I Was Rethinking This
#4146 posted by HeadThump on 2004/04/29 14:25:55
'I guess it doesn't handle textures with a gradient baked in well unless you use the gradient as a bump map.'
That distortion is likely due to the use of unsourced lights and not a result of engine protocol. It would probably look fine in modern maps that only use sourced and rlights.
The Pic On The Left
#4147 posted by aguirRe on 2004/04/29 15:19:22
looks more like it should without idgamma. And yes, idgamma's patched palette.lmp is often placed in pak2.pak. Just move it to another place and restart.
Kjsp1 was an excellent test subject for my early 2nd sunlight experiments. It exposes any light tool distortion immediately and looks absolutely stunning with proper sunlight.
Heh,
#4148 posted by necros on 2004/04/29 16:40:04
well, the left is fq with tga external textures and the right is unidgamma-ed fq.
with idgamma, the textures are all white. :P
The Kjsp1 Textures
#4149 posted by Fern on 2004/04/29 17:21:05
are stupidly bright even in winquake. they don't mix with the models at all. it doesn't matter what engine you're using.
Necros:
#4150 posted by metlslime on 2004/04/29 18:07:59
Intruiguing. Can you explain the process you use to extract the bsp textures into tga textures? perhaps somewhere in that process you modify the look of the image.
If you're sure idgamma was disabled in both shots, then i don't know what's going on. I'll have to try it myself.
Necros
#4151 posted by inertia on 2004/04/29 19:26:13
fyi my email has been borked the last day or two, im sorting it out as we speak
Metlslime
#4152 posted by aguirRe on 2004/04/29 20:25:14
I get identical results in FQ 0.75 if I remove idgamma or use external textures like necros suggested. In both cases the textures look like the left shot above, i.e. very good.
Just load the bsp into TexMex, export to tga and then copy the files to the id1\textures directory and you're all set. If using external textures, idgamma doesn't need to be disabled.
I don't know why necros' setup produces different results.
Maybe He Didn't Fully Disable Idgamma.
#4153 posted by metlslime on 2004/04/29 21:27:08
I don't see any reason to use it when your engine has gamma support. Unless you're fond of some high-contrast setting you've developed that regular gamma can't emulate.
Metlslime:
I use an idgamma generated palette not so much to change the actual GAMMA setting (in fact I leave that at 1), but to boost the colour intensity or saturation or whatever the hell it is.
Now if FitzQuake could give us the same options as Idgamma, there really would not be any need to use it anymore.. : )
Idgamma
Dunno if the links will work, but here's an 2 old pics showing the difference between the default palette and my idgamma palette in glquake.
http://www.planetquake.com/frib/screenshots/default_palette.jpg
http://www.planetquake.com/frib/screenshots/my_palette.jpg
Hmm...
#4156 posted by necros on 2004/04/30 00:36:26
well, i don't really know what's going on... but i remember the same thing happening way back when i found tomazquake. when i'd use external textures that were identical to the ones in the bsp files they'd be darker, and idgamma didn't work in tomazquake, so it couldn't have been that.
Mr Fribbles:
#4157 posted by metlslime on 2004/04/30 05:32:25
It seems you're fond of some high-contrast setting you've developed that regular gamma can't emulate. :)
I Also Still
#4158 posted by aguirRe on 2004/04/30 05:55:30
think idgamma improves the colours (in most maps, except kjsp1). Gamma setting doesn't seem to produce the same effect.
...
#4159 posted by eggman on 2004/04/30 10:12:05
whats the bestest most active tutorial/forums for ut2k3/ut2k4 level editing?
Nm
#4160 posted by eggman on 2004/04/30 10:35:45
i was wondering where the bulk of the level editing community disappeared off to.
http://www.3dbuzz.com
Metl
Well.. yeah.. something like that. : )
Why The Fuck...
#4162 posted by than on 2004/04/30 18:59:31
am I banned from #terrafusion on irc.planetquake.com? Is that even the right place anymore? Nobody was in #terrafusion or #speedmaps when I checked on irc.gamesnet
HELP!
It's
#4163 posted by necros on 2004/04/30 19:15:37
irc.gamesurge.net now, check the channels on that one.
Welcome Back
#4164 posted by . on 2004/05/01 00:09:16
:)
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