Glad You Agree
#39 posted by starbuck on 2003/10/01 03:37:01
my brain can only cope with one at a time anyway ;)
Hmm
#40 posted by nonentity on 2003/10/03 08:38:08
I light for Gl because I hate software quake with a burning passion
Hmm
#41 posted by nonentity on 2003/10/03 08:38:57
That should be GL (or gl possible)
GIQuake?
#42 posted by R.P.G. on 2003/10/03 10:02:51
GIQuake: Counterstrike for Quake?
I Hate Standard Glquake.exe With A Burning Passion
#43 posted by cyBeAr on 2003/10/03 13:03:26
because it looks blah
I Like Software Quake
#44 posted by PuLSaR on 2003/10/03 16:31:23
cuz oldskool maps look even more oldskool in it :)
Another Vote For Software
#45 posted by glassman on 2003/10/03 18:00:08
The wild lighting & the gritty pixels. A GL engine that could replicate both & play at 1600x1200 would be great. Is the pixel blurring an inherent part of GL or could it be toggled out?
Glassman
#46 posted by Vondur on 2003/10/03 18:14:00
Sure you can play as if in software mode
Go to console and type:
gl_texturemode
usually, it's bilinear filtering so it'll print this:
gl_texturemode gl_linear_mipmap_linear
if you want to play in softwarelike mode type the following:
gl_texturemode gl_nearest
that's it, enjoy your square pixels :)
Glassman:
#47 posted by metlslime on 2003/10/03 18:38:38
as far as i know, you can't perfectly replicate software quake in opengl, because they do mipmapping differently -- quake did it based on distance only, and 3d hardware does it based on distance AND angle to the camera --which is why a wall or floor at a sharp angle to the camera has such a blurry texture on it.
But you can get rid of the linear filtering of pixels by using a gl_nearest_* texturemode. And with anisotropic filtering, i think gl_nearest itself might look pretty good even though it lacks mipmapping.
Pro Tip: if you want square particles like in software mode, set r_particles to 2 in fitzquake.
Fitzquake Is Good Glquake
#48 posted by cyBeAr on 2003/10/03 18:43:08
I use gl_texturemode gl_nearest_mipmap_nearest
Bah!
GL > software.
Bah!
#50 posted by metlslime on 2003/10/03 19:00:15
ugly rendering problems in glquake > ugly rendering problems in software quake.
Hmm...
#51 posted by metlslime on 2003/10/03 19:14:28
maybe all of this disagreement is caused by people talking about two different things. When you say gl is better, are you saying that you like hardware rendering? Or are you saying that you think that glquake is a really swell implementation of quake? Becuase i agree that hardware rendering looks nice. I just think glquake is a shoddy hack job that breaks or worsens a bunch of quake features such as the lighting, water warp, underwater warp, fullbrights, sprite orientation, the sky projection, handling of odd-sized textures, etc.
.
#52 posted by necros on 2003/10/03 19:14:38
i'm starting to really like fitzquake!
two things though:
is it possible to have the mipmaps only with distance, and not angle?
how do you change the maximum vertical angle of the camera back to the normal angle in quake? (when looking up and down)
Necros:
#53 posted by metlslime on 2003/10/03 19:16:31
as far as i know, you can't perfectly replicate software quake in opengl, because they do mipmapping differently -- quake did it based on distance only, and 3d hardware does it based on distance AND angle to the camera --which is why a wall or floor at a sharp angle to the camera has such a blurry texture on it.
regarding the looking up and down: yes. Read the manual about cl_minpitch and cl_maxpitch.
Metlslime:
#54 posted by Scampie on 2003/10/03 19:48:14
is that like that old map called 'thefly'?
Scampie:
#55 posted by metlslime on 2003/10/03 19:51:44
no no... it's that map from Markus Klar... you know, back in 1997? The Fly or something....
...
#56 posted by necros on 2003/10/04 15:02:53
as far as i know, you can't perfectly replicate software quake in opengl, because they do mipmapping differently -- quake did it based on distance only, and 3d hardware does it based on distance AND angle to the camera --which is why a wall or floor at a sharp angle to the camera has such a blurry texture on it.
well, ok, but it's impossible to stop it from mipmapping on the angle?
Necros:
#57 posted by metlslime on 2003/10/04 19:00:41
you can stop it from mipmapping based on angle. Here's the step-by-step process:
1. turn off mipmapping.
Software In GL
#58 posted by glassman on 2003/10/04 19:15:28
As Cybear said gl_texturemode gl_nearest_mipmap_nearest looks good & with r_particles 2 at 1600x1200x32 it looks pretty neat :)
The lighting is certainly better but doesn't really have all the characteristics of software. It looks like the same colours but brightened whereas software switches through that lurid palette.
Wow! Really?
#59 posted by necros on 2003/10/04 20:57:13
sounds really easy! thanks!
<rolleyes>
#60 posted by Vodka on 2003/10/05 00:47:19
gl_nearest_mipmap_nearest
is still mipmapping
gl_nearest is none
_mipmap_linear should be trilinear mipmapping, it looks pretty good, but might not work on some cards
go to drivers/tweakers and turn on anisotropic filtering in openGL (its slow on older cards tho)
or try to shift mipmap bias to like -2 ( it can be called textre lod, or mipmap lod)
software quake looks so special and ugly mostly cause it uses palette shift on the textures instead of lightmaps
Necros:
#61 posted by metlslime on 2003/10/05 01:40:27
sorry, i thought you knew about gl_texturemode.
Lighting Stuff
I try to make the map look decent in both software and GL, but since the lighting models are so different, that can be difficult. I lean more towards tweaking it for software Quake though, since software has the superior lighting system.
In my own opinion/experience, its better to light levels for software (assuming you want it to look ok in both software and GL). Usually I find that if I tweak lighting to get it 'just right' in GL, its dark as fuck in software and I can't see enough to play properly. Whereas if I light it for software, its pretty decent in GL (although perhaps a little too bright or flat).
Standard GL lighting is so dodgy compared to software anyway, that it almost doesn't matter... you don't get the nice overbrighting and falloff that you do in software. Authords of engines like fuhquake/zquake (and Fitzquake now it seems!) seem to be making the lighting in GL a bit more 'software like' anyway, so I figure that eventually the levels will end up looking like they're supposed to once everyone is using GL engines with better lighting.
Texturemode
I did a bit of experimenting a while back with texturemodes and stuff for glquake... in the end I found that it looked the best overall (to me) when using gl_texturemode gl_linear along with antialiasing and/or anisotropic filtering.
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