shader question

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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Shad0wdane
Posts: 12
Joined: Fri Jun 24, 2005 3:26 am

shader question

Post by Shad0wdane »

ok.. I put some snow in my map but all currently I think it looks kind of crappy due to the Overbright. As it just makes it look all white with no detail at all. I thought about just recommending turning it off but some people won't do this and anyway it makes the lighting look rather dull.

Is there something I can put in the shader to prevent the lighting showing overbright on it for just that shader??

Here are two screenshots, one with overbright turned on and off.
Image
r_overbrightbits 1

Image
r_overbrightbits 0
$NulL
Posts: 100
Joined: Wed Mar 27, 2002 8:00 am

Post by $NulL »

Try using rgbGen identityLighting

Shader Manual wrote:rgbGen identityLighting

Colors will be (1.0, 1.0, 1.0) if running without overbright bits (NT, Linux, windowed modes), or (0.5, 0.5, 0.5) if running with overbright. Overbright allows a greater color range at the expense of a loss of precision. Additive and blended stages will get this by default.
Shad0wdane
Posts: 12
Joined: Fri Jun 24, 2005 3:26 am

Post by Shad0wdane »

thanks that worked... still doesn't look quite how I want it. I'm probably going to tweak the texture a bit in photoshop to improve it.


$NulL wrote:Try using rgbGen identityLighting

Shader Manual wrote:rgbGen identityLighting

Colors will be (1.0, 1.0, 1.0) if running without overbright bits (NT, Linux, windowed modes), or (0.5, 0.5, 0.5) if running with overbright. Overbright allows a greater color range at the expense of a loss of precision. Additive and blended stages will get this by default.
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Post by obsidian »

Also, try the -gamma and -compensate switches. Something along the lines of -gamma 2 -compensate 4.
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
o'dium
Posts: 11712
Joined: Sun Mar 25, 2001 8:00 am

Post by o'dium »

You know, forgive me for saying but Quake 3 sucks on bright lit textures. For things like Snow, its a never ending battle of "wshed out"ness. TBH dude, there is a simpel solution to this. Your map is looking good, but already I can tell it lacks atmosphere. Drop the lights down a bit, give it some nice shadows going on. That will not only help the visual theme of the map but also bring the brightness of that snow down a lot, making it a look a lot better.
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