if its standard winquake r_fullbright will only make surfaces fullbright as far as i know. not to accustomed with the software engine in joequakes gl port however a different pallette is used
to overbright models might work in software to i think.
Search found 2638 matches
- Mon Mar 17, 2008 5:32 pm
- Forum: Engine Programming
- Topic: r_fullbright for models?
- Replies: 4
- Views: 2705
- Mon Mar 03, 2008 9:04 am
- Forum: General Discussion
- Topic: quite nice classic quake using gltochris engine
- Replies: 1
- Views: 1472
more work done on it but to those who want to see mh's zfail skyboxes the code for it was posted in the engine coding forum and i also use it in this :wink: new additions tenebraes scriptable particle/decal system. hardware gamma/contrast. things i havent added due to bugs -> waterfog. caustics. wat...
- Mon Mar 03, 2008 8:53 am
- Forum: Programming Tutorials
- Topic: mh's zfail skypheres port to normal quake
- Replies: 6
- Views: 4947
- Sat Mar 01, 2008 10:17 am
- Forum: General Discussion
- Topic: DP doubt
- Replies: 14
- Views: 3623
- Fri Feb 29, 2008 7:35 pm
- Forum: General Discussion
- Topic: Past Quakers
- Replies: 20
- Views: 5734
- Fri Feb 29, 2008 7:30 pm
- Forum: General Discussion
- Topic: Getting back in the game
- Replies: 9
- Views: 2751
- Fri Feb 29, 2008 7:24 pm
- Forum: General Discussion
- Topic: DP doubt
- Replies: 14
- Views: 3623
gfx card is meat and balls on this it doesnt have to be anything spectacular tho an ati x1900xt 256 mb works just fine :wink: even my old gf 6600GT handled it quite good with 40 fps if you had rtlights for the map. cpu wise it doesnt really matter if its from the newer p4 series or even AMD's 64 bit...
- Thu Feb 28, 2008 4:57 pm
- Forum: Programming Tutorials
- Topic: mh's zfail skypheres port to normal quake
- Replies: 6
- Views: 4947
mh's zfail skypheres port to normal quake
not sure they are correct they do work tho ;) one function in particualr had me up the walls the code for clipping sky see below maybe if mh drops by he can spread some light as to what actually needs to be there, as of right now i just render two passes ontop. /* ================= R_DrawSkyArrays =...
- Sun Feb 10, 2008 10:28 am
- Forum: General Discussion
- Topic: quite nice classic quake using gltochris engine
- Replies: 1
- Views: 1472
quite nice classic quake using gltochris engine
so i decided to make something not as obtrusive effects wise :lol: modernized gltochris with ARB rendering / hardware gamma/contrast / vertex lighting. fixed colored lit support in GL. mh's skyspheres added. NO need for any externals!. fullbrights added. pcx tga png image support. luma texture suppo...
- Fri Feb 01, 2008 3:56 pm
- Forum: General Discussion
- Topic: Is QuakeSrc.org ever coming back up?
- Replies: 135
- Views: 45977
- Fri Jan 25, 2008 8:38 pm
- Forum: General Discussion
- Topic: Is QuakeSrc.org ever coming back up?
- Replies: 135
- Views: 45977
google aye :oops: and not unhappy with quakedev it might become the new community in time it just came a bit unexpected. allthough i havent been the most productive member of quake standards group i been around for very long and i grown happy with the community dispite the occasional rants and argui...
- Fri Jan 25, 2008 6:32 am
- Forum: General Discussion
- Topic: Is QuakeSrc.org ever coming back up?
- Replies: 135
- Views: 45977
not sure... could ask around for hosting a new site somewhere but would need someone dedicated to administering it as my skills in html are to say the least lacking a bit. saving what i can atm from the old site with bits and pieces together we might be able to make a new home for qsg :?: and thx fo...
- Thu Jan 24, 2008 12:10 pm
- Forum: General Discussion
- Topic: Is QuakeSrc.org ever coming back up?
- Replies: 135
- Views: 45977