Making DarkPlaces look like software quake
Making DarkPlaces look like software quake
I'm trying to make DP look a little more like software quake... Do you guys know any configurations that can help me use square particles, disable model interpolation, disable texture filtering, etc?
Re: Making DarkPlaces look like software quake
FTE has a preset in the cfg for that exact feature, though beyond gl_texturemode gl_nearest, I'm not 100% of the actual settings Darkplaces has.Yet using a custom particle font you can get square particles.
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Re: Making DarkPlaces look like software quake
Code: Select all
gl_texturemode GL_NEAREST
r_particles_quake 1
r_lerpmodels 0
Particles will look like stock GLQuake, for square particles I suppose you'll need a new particle font.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC (LordHavoc)
Re: Making DarkPlaces look like software quake
The differences between the software and hardware renderers are much deeper than those.
For example, gl_texturemode can disable the texture filtering, but it doesn't disable the light filtering, and that alone makes a whole world of difference. Darkplaces will still look much more smoother than WinQuake.
I'd recommend using the software-rendered versions of FitzQuake, Mark V or Quakespasm instead.
For example, gl_texturemode can disable the texture filtering, but it doesn't disable the light filtering, and that alone makes a whole world of difference. Darkplaces will still look much more smoother than WinQuake.
I'd recommend using the software-rendered versions of FitzQuake, Mark V or Quakespasm instead.
Re: Making DarkPlaces look like software quake
QuakeSpasm doesn't have a software renderer. I wanted to use my version of WinQuake, but i can't make it work in 64-bit systems: http://forums.insideqc.com/viewtopic.php?f=3&t=5414
So i gave up and decided to fake the style using a modern engine.
So i gave up and decided to fake the style using a modern engine.
Re: Making DarkPlaces look like software quake
Oh, Linux.
Too bad. 64 bit Windows can run them fine.
And I remember reading about a software version of QS, but it was probably something else then.
Too bad. 64 bit Windows can run them fine.
And I remember reading about a software version of QS, but it was probably something else then.
Re: Making DarkPlaces look like software quake
Latest quakeforge has a software appearance mode. The lighting is still a bit smooth, but it gives some of the artifacting that we like. The artifacts are noticable in darker areas if you zoom into a screenshot
Way back there was a thread called "make darkplaces look like crap" or something like that. But the word 'darkplaces' is ignored in insideqc forum search, even 'find all words'. Anyway, DP has additional forgotten settings that give the appearance of reduced colors at the expense of high contrast.
Way back there was a thread called "make darkplaces look like crap" or something like that. But the word 'darkplaces' is ignored in insideqc forum search, even 'find all words'. Anyway, DP has additional forgotten settings that give the appearance of reduced colors at the expense of high contrast.
Re: Making DarkPlaces look like software quake
Using a shader I can get affine texture mapping and other nice effects. Unfortunately, I discovered that DP is a pain to customize shaders and the overall pipeline. I'm sticking with QuakeSpasm because it's much easier to hook my own stuff.
At the cost of not having DP extensions, though. But, so far, it's working fine!
At the cost of not having DP extensions, though. But, so far, it's working fine!
Re: Making DarkPlaces look like software quake
why not use engoo or super8 then?
Re: Making DarkPlaces look like software quake
No Linux support out of the box, too much DOS stuff.
Re: Making DarkPlaces look like software quake
https://github.com/eukos16/NGUNIX is an Engoo port for Linux
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