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  • rudl
    replied
    And of course i can even set a cvar up so the textures look like standard.
    That would be great, but a qrack option like minimalistic/original/improved/eyecandy
    would be better. (like DP)

    Btw Because I Play Sp with qrack -quoth ( and warpspasm) support would be very cool too

    Leave a comment:


  • PapaSmurf
    replied
    Originally posted by R00k View Post
    And of course i can even set a cvar up so the textures look like standard.
    Yes, could you do that? That would be great!

    Leave a comment:


  • R00k
    replied
    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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  • Baker
    replied
    Originally posted by rudl View Post
    Qrack does support fullbright colors. the light on the ceiling has fullbrightcolors too.
    I thought almost every engine supports fullbright colors or am I wrong?
    Supports full brights:

    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.

    Leave a comment:


  • rudl
    replied
    t seems to me that the lightsources in my Qrack look like your Joequake, and my GLpro looks like your Qrack...
    Thats strange

    rudl, did you see my qrack screenshot? it has fullbright on the two light sources you circled in an earlier screenshot.
    Yes after I've already posted the last post.

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  • PapaSmurf
    replied
    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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  • rudl
    replied
    Qrack does support fullbright colors. the light on the ceiling has fullbrightcolors too.
    I thought almost every engine supports fullbright colors or am I wrong?

    Leave a comment:


  • PapaSmurf
    replied
    Here is a similar screenshot from my system using

    Qrack:


    and

    GLpro:



    It seems to me that the lightsources in my Qrack look like your Joequake, and my GLpro looks like your Qrack...

    Leave a comment:


  • =peg=
    replied
    i guess qrack does not support fullbright colors then.. neither does glquake or glpro.. fitz and joe (apperently) do..

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  • rudl
    replied

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  • rudl
    replied
    No It has nothing to do with bloom. And I do not mean the general brightness of the shots

    I mean the lights (light textures not sources) in the front and the one in distance
    glpro looks like qrack without bloom the lights are not overbrightened too.

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  • PapaSmurf
    replied
    will turning off all the bloom cvars help to make qrack's lighting look more like glpro?

    also rudl, can you post a screenshot of glpro for comparrison.

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  • =peg=
    replied
    i think the overall brightness of qrack is a bit too bright anyways..

    but for the over-brightness u need to set r_bloom 1 and tweak the other bloom cvars to your liking..

    Leave a comment:


  • rudl
    started a topic Overbrightening

    Overbrightening

    joequake:

    qrack:

    I think it's easy to see

    Apart from the bloom effect the joequakeshot looks a lot better. The light texture is not overbrightened in qrack
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