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256 color skins

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  • metchsteekle
    replied
    maybe use winquake amon on a high video mode setting, then you can also have a check for full brights that are foolproof

    Leave a comment:


  • golden_boy
    replied
    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.

    ?

    Leave a comment:


  • Amon26
    replied
    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?

    Leave a comment:


  • metchsteekle
    replied
    try working with the least amount of colors in your painting thing, it may help it convert to quake stuffz

    Leave a comment:


  • R00k
    replied
    Use QME it has a built-in skin editor.

    Leave a comment:


  • Amon26
    started a topic 256 color skins

    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?
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