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  • I'm back, this time with darkplaces screenshots

    Wow, so my tenebrae thread from way back is still going on. Since then I have moved on to Darkplaces which I've never liked much before, even with real time world lighting ect.

    Then I took a different approach to achieving what I would considering the ideal quake. Emphasis on classic atmosphere and style...

    Most notable things this time around...

    1. Nvidia Control Panel or ATi whatever... get to know the insides and outs of it. You can make darkplaces and all engines look better using them. Google for a guide to learn.

    2.gl_texturemode GL_NEAREST_MIPMAP_LINEAR. Learn to love pixelation. Turn all that damn filtering off. As you can see in the screenshots, quakes textures are gritty and do actually have some detail to them if you don't smudge the shit out of them.

    3. No replacement textures, skins or models. Sounds brutal I know, but anything but the classics end up looking out of place purely because of the colour palette difference alone. We want consistency here.

    4. So how do we make quake look better without replacements? EFFECTS BABY. I've experimented a lot with RT World lighting and like it, but I've chosen to leave it out, not for performance issues but because it just changes that bit too much. First of all, track down the latest .lit files for the ID1 maps. I think there was an update last year even. It's sneaky but that is causing a large part of the effect you see in the screen... once its mixed in with dramatic bloom and shadowing you get a nice, dark and evil but glowing world. Basically crank everything but RT world.

    5. Pretty water. Only just started using it today as of this post. Was a tough choice, I'm fussy but in the end it does look damn nice doesn't it?

    6. NiN Soundtrack in .ogg baby. Make the effort, I've always loved it and if you can imagine it looking at the screenshots... the atmosphere is oozing.

    Umm, yeah that's it for now I guess. Thoughts? Any changes you would make to my setup?




  • #2
    the lighting is awesome in that second picture down..
    SURGEON GENERAL WARNING:
    THE IMITATION OF ANY OR ALL MANEUVERS EXECUTED BY A BB2 H23A1 4WS PRELUDE IS HAZARDOUS TO YOUR CAR'S HEALTH. DRIVING A PRELUDE MAY CAUSE LOSS OF INTEREST IN OTHER CARS, WOMEN AND SPEED LIMITS. OTHER SYMPTOMS INCLUDE SLEEPLESS NIGHTS, COLD SWEATS AND OTHER SYMPTOMS RELATED TO ADDICTION. IF THE SYMPTOMS PERSIST,DRIVE!
    sigpic

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    • #3
      I've read the post about Tenebrae some time ago, and there you used replacement textures, i am curious, what pushed you to change your mind about Tenebrae and replacement textures cause the setup you had looked dope?

      Screenshots look quiet good indeed, need to try gl_texturemode GL_NEAREST_MIPMAP_LINEAR myself.
      FPS Source Ports

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      • #4
        Originally posted by Spinvis View Post
        I've read the post about Tenebrae some time ago, and there you used replacement textures, i am curious, what pushed you to change your mind about Tenebrae and replacement textures cause the setup you had looked dope?

        Screenshots look quiet good indeed, need to try gl_texturemode GL_NEAREST_MIPMAP_LINEAR myself.
        Hi, thanks for the reply...

        The Tenebrae setup did look awesome, but at that point I really wanted the Doom 3 engine look. Problem with Tenebrae, it made for interesting screenshots but it was just too underdeveloped. For example, on the first map you would have awesome lighting effects on the slipgate then on the next, nothing.

        And you had to use replacement skins and textures otherwise it looked too washed out. I swear there is no way to turn the brightness down on that engine!

        Ultimately, the reasons for the switch to Darkplaces was stability, polish, lighting and shadowing. The rendering is just so damn tight. I mean, even with GL_NEAREST_MIPMAP_LINEAR set, there is pretty much no pixelation on the guns.

        But I must confess, Qrack takes the crown as the sharpest looking engine. With GL_NEAREST_MIPMAP_LINEAR and that added bump mapping overlay mixed in, looks fantastic. I might try to setup the latest build of that again today and post pics later to show you what I mean. I use very minimal replacement textures, hand picked... nothing but pure classic replacements. Somehow Qrack has a knack for blending them all in nicely.

        Here are a couple more Darkplaces shots to keep up the momentum...


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        • #5
          Mind sending me your config.cfg and autoxec.cfg? I am really curious, your bloom seems almost unreal high, and the poisonous green looks really great, i just see normal green on my pc.
          FPS Source Ports

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          • #6
            I have lots of screenshots of my Quake setup here:
            Steam Community :: Downgraded286 :: Screenshots

            DP with QRP textures, inkub0's RTlights, colored lights stolen from the Qrack pack, and models for healthboxes and whatnot made by Seven and OoPpEe.
            e|------------------------0---------------
            B|---------------0^1----------------1----
            G|---------------2------2------0^2-------
            D|---------------2-------2--2-------------
            A|---------------0------------------------
            E|----------------------------------------

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            • #7
              Originally posted by Spinvis View Post
              Mind sending me your config.cfg and autoxec.cfg? I am really curious, your bloom seems almost unreal high, and the poisonous green looks really great, i just see normal green on my pc.
              cfgs.zip

              Those are the cfgs. There was no deep editing. Everything was done via the gui menu.

              Make sure to get the user made debugged .lit pack here

              http://www.quaketastic.com/upload/fi...h_May_2009.zip

              Gave up on Qrack... can't replicate my past success at the moment.

              Here are two more screenshots


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