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256 color skins
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maybe use winquake amon on a high video mode setting, then you can also have a check for full brights that are foolproof
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http://www.quaketastic.com/upload/fi.../svn000000.jpg
this is what I get in Darkplaces, no AA, normal settings I think, just gamma raised a bit. gl_texturemode GL_NEAREST_MIPMAP_LINEAR.
http://www.quaketastic.com/upload/fi.../svn000001.jpg
This is with GL_NEAREST, again in DP.
http://www.quaketastic.com/upload/fi.../fqnearest.jpg
And this is in Fitzquake 0.85, with GL_NEAREST.
?
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allright i think im getting this jiggered out now. but ive got a 2nd question too. I notice when you set the texture filtering to GL_NEAREST in most OpenGL engines, the textures on the player models still look blurred instead of crisp pixels. Is there a cvar I'm missing or something Im unaware of?
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try working with the least amount of colors in your painting thing, it may help it convert to quake stuffz
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256 color skins
Hey everybody
I'm working on something for q1 that needs new skins, but I need to make sure they're software-compatible. I.E In the color-constriants of old q1. I didn't have to worry about this when I did the nailgrunt and the scrag, so I'm still not familiar with how best to go about making sure my work will show up the right colors in standard quake.
Anyone help?Tags: None
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