Overbrights is a bit of misnomer for this, as it's actually RGB scaling. I later renamed this option from Vic's code. Real overbright bits are used in the Quake3 engine, you can see this in the Q3 and RtCW sources. It actually involves bit shifting of the color values in textures and lightmaps.
KmQuake2 already implemented overbright in models but since their project and their webpage is dead I cant find how they did it
KMQuake2 isn't dead, I'm still working on it
It's just currently orphaned and needs a new home.
marcelo_20xx wrote:I already took a look at KMQuake2 source and they changed a lot of stuff to get overbrights on models but I wasnt very sure how they implemented this, since the vanilla source and theirs are too much different.
Yep, my model rendering code is a complete rewrite. It's actually indexed array-based md3 rendering code with the md2's loaded into a md3 structure, so there's no duplicate coding of rendering features for md2 and md3.