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The Thing With Kjsp1 Textures 
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 
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 
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 
'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 
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, 
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 
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: 
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 
fyi my email has been borked the last day or two, im sorting it out as we speak 
Metlslime 
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. 
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... 
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: 
It seems you're fond of some high-contrast setting you've developed that regular gamma can't emulate. :) 
I Also Still 
think idgamma improves the colours (in most maps, except kjsp1). Gamma setting doesn't seem to produce the same effect. 
... 
whats the bestest most active tutorial/forums for ut2k3/ut2k4 level editing? 
Nm 
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... 
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 
irc.gamesurge.net now, check the channels on that one. 
Welcome Back 
:) 
Laptops 
I have been looking at laptops as I am away from home for three months from next month and need something to keep me going.

Does any one use one with Centrino 1.5G, ATI Mobility Radeon M10 and 64M DDR Video RAM with DirectX9 support. If so, is it any good for gaming - Quake (obviously), Painkiller, Far Cry etc? It has a 15" screen and 6 hour (we'll see!) battery.

I know it is more than adequate for everything else i.e. map editing, DVD playing, MP3 playing, Word, Excel etc.

Any views, especially regarding Quake1SP?

Thanks. 
Laptops 
I assume by M10 you mean the Radeon 9600 Mobility. The regular old Radeon 9600 is going to outperform the mobile one because it has twice the onboard memory. That rig is plenty for Quake gaming, but it's barely going to cut the mustard for Painkiller, FC etc...
http://www.hardocp.com/article.html?art=NDk0LDI=
I don't know what the state of mobile gaming is, maybe that's as good as you can do on a reasonable budget. 
Laptops 
curently on an intel p4 1.6 ghz, nvidia 32mb, 512mb laptop. Can play Piankiller demo no prob. If that helps any. 
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