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.
r_overbrightbits 1
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.
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.
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.