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Posted: Mon Jun 25, 2007 4:17 pm
by Foo
BTW in other news, still no cure for cancer.
Posted: Mon Jun 25, 2007 4:42 pm
by o'dium
Guys I just took A13n's work a step further and consolidated it into just one short procedure which you should be able to apply quite rapidly.
- Launch Q3
- Bring down the console
- Enter "\r_overbrightbits 1"
- type "vid_restart" and press enter
- Load your map
- ??????????
- Profit!
Good job on laying the groundwork for this, A13n!
Posted: Mon Jun 25, 2007 10:12 pm
by a13n
zZCastleZz wrote:This is all because you don't like over bright bits but still want the effect.. lol..
Right.
(OBB = fullscreen only + slower rendering + its effect)
zZCastleZz wrote:Your not really truly ever playing the game when its in a window right?..
As I mentioned before, the purpose of this approach involves in mapping as well as playing the game.
@Foo
:icon27:
(TODO: extinct obb completely)
Posted: Mon Jun 25, 2007 11:06 pm
by zZCastleZz
a13n wrote:zZCastleZz wrote:This is all because you don't like over bright bits but still want the effect.. lol..
Right.
(OBB = fullscreen only + slower rendering + its effect)
zZCastleZz wrote:Your not really truly ever playing the game when its in a window right?..
As I mentioned before, the purpose of this approach involves in mapping as well as playing the game.
@Foo
:icon27:
(TODO: extinct obb completely)
hmm
How significant is the loss in frame rate with OBB these days?..
I never liked OBB either really but lol.. Are you sure your solution isnt worse than the problem?
Posted: Tue Jun 26, 2007 3:07 am
by ix-ir
Edit: delete.
Posted: Tue Jun 26, 2007 4:58 am
by leilei
a13n wrote:and for demoq3 and demota users to load custom pk3.

way to violate EULA of the demo versions media
Posted: Tue Jun 26, 2007 8:08 am
by a13n
zZCastleZz wrote:hmm
How significant is the loss in frame rate with OBB these days?..
I never liked OBB either really but lol.. Are you sure your solution isnt worse than the problem?
My PC doesn't live in a world called "these days" and enough number of skilled modders are doing for "these days".
Because this project is progressing very slowly, nothing seems to be worse at the moment.
You know many people have complained about the absolutely lower quality in windowed mode.
On top of that this method should be appealing for standalone modders from scratch, at least. (They have only to use brighter assets.)
@leilei
It depends on the user.
Posted: Tue Jun 26, 2007 2:31 pm
by zZCastleZz
a13n wrote:zZCastleZz wrote:
@leilei
It depends on the user.
lol..
yes, who needs blanket a EULA that applies to everyone!
err wait...
Posted: Tue Jun 26, 2007 3:12 pm
by Magnus
I don't think I am getting it. (As expected

)
I mean like in the first screenshot posted the statue model and perhaps the floor looks a bit nicer for the area, but the spot in the corner where there is a light entity seems to look a lot worse.
Is there no way to apply these settings to certian objects or areas and not others? If not then this seems more like applying a problem rather than a fix to something.
Don't get me wrong I agree with as Silicone_Milk said playing with and experimenting with the engine and varoius parameters to learn new effects and I am by no means a "pro" at this stuff, but from the screenshots this method looks like I have my settings on vertex/bilinear instead of lightmap/trilinear resulting in less of a realistic look.
Posted: Tue Jun 26, 2007 4:59 pm
by obsidian
Overbrightbits = lower performance? If your computer can run Quake 3 at all then I certainly think it can handle the quarter of a frame (if at all) that overbrightbits may cause. What exactly are your system specs?
So, let me ask you, what happens to your pretty screenshots when someone decides to run the game back in full screen mode again with the default r_overbrightbits 1? How about posting a screenshot of that? Or would that ruin your little illustrative illusion of "this is prettier"?
And finally, as rgoer already mentioned, ydnar already came up with a more elegant and simple solution that maintains consistency between both r_overbrightbits modes:
-gamma -compensate
So, how is your method supposed to be better again? Hmm.
Posted: Tue Jun 26, 2007 5:48 pm
by rgoer
also just fyi q3 performs worse running in a window than it does full screen, so doing this kind of bizarre stuff to emulate overbright bits in windowed mode because you don't want to take the "performance hit" of running fullscreen is completely illogical
this endeavor is 100% quixotic masturbation
Posted: Tue Jun 26, 2007 6:31 pm
by poub_
a13n, stop worrying about the code and map more

Posted: Wed Jun 27, 2007 9:20 am
by boilingoil
This just seems like too much to worry about. I don't know much about shaders, but i'm not going through all this to make stuff what, brighter? -gamma works fine.
If you're using a laptop a13n, just tilt the top of the screen towards you, things will get brighter.
Posted: Wed Jun 27, 2007 12:55 pm
by maz0r
boilingoil wrote:[...]
If you're using a laptop a13n, just tilt the top of the screen towards you, things will get brighter.
Haha, made my day

Posted: Wed Jun 27, 2007 1:25 pm
by a13n
@Magnus
What you're mentioning can be solved or has already been solved.
@obsidian
Even in fullscreen a texture designaged "rgbgen identityLighting" never goes overbright, IIRC.
This means every texture needs a shader script one by one.
"-gamma" and "-compensate" might be one solution but it unifies the gfx to the worse side.
What I'm trying here is the unification to the better.
@roger
[no cocks here please, animated or otherwise. This is a cock-free zone. -pjw]
@poub_
This is just a preparation phase to start it.
@boilingoil
lol.
Speaking of device, seriously tv-out might also help for obb0.
