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t seems to me that the lightsources in my Qrack look like your Joequake, and my GLpro looks like your Qrack...
rudl, did you see my qrack screenshot? it has fullbright on the two light sources you circled in an earlier screenshot.
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Originally posted by rudl View PostQrack does support fullbright colors. the light on the ceiling has fullbrightcolors too.
I thought almost every engine supports fullbright colors or am I wrong?
WinQuake
DOSQuake
DarkPlaces
FitzQuake
JoeQuake
Qrack (should, but maybe Rook has a plan)
Doesn't
GLQuake
Enhanced GLQuake
ProQuake
Rook has some interesting ideas on things so if overbright textures aren't working, maybe he's experimenting around with something.
I know he's changed the lighting, for instance.Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.
So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...
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Rudl,
gl_fb_bmodels will control the fullbright textures for those two light pillars at the start of e1m1, i have it set to 0 as default, whereas i think joequake has it set 1. Also, glquake's texture loader by default made the colors look more flat and muddy. Qrack properly colors the textures, though, if you are not used to it or dont like, try using gl_lightmode 2 instead, as gl_lightmode 1 is brighter. And of course i can even set a cvar up so the textures look like standard.
Here's 2 screen shots of the different lightmode's value
I had originally added gl_lightmode since some people had problems with gl_gamma on their laptops.
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And of course i can even set a cvar up so the textures look like standard.
would be better. (like DP)
Btw Because I Play Sp with qrack -quoth ( and warpspasm) support would be very cool too
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