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?



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?




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