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make darkplaces look as crappy as you can get it
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leileilol



Joined: 15 Oct 2004
Posts: 1321

PostPosted: Wed Jul 15, 2009 3:29 pm    Post subject: make darkplaces look as crappy as you can get it Reply with quote

i'll start by overdoing motion blur and saturation.


this is your ranger on drugs
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ceriux



Joined: 06 Sep 2008
Posts: 969
Location: Florida, USA

PostPosted: Wed Jul 15, 2009 6:45 pm    Post subject: Reply with quote

some crazy lookin stuff there.
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negke



Joined: 16 Apr 2008
Posts: 56

PostPosted: Wed Jul 15, 2009 7:53 pm    Post subject: Reply with quote

Still looks better than some QW setups...
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qbism



Joined: 04 Nov 2004
Posts: 82

PostPosted: Thu Jul 16, 2009 4:17 am    Post subject: Reply with quote

Ranger got some neon Color Wonder.

I'll take a whack at it:


16-bit vid+ low scene brightness+ high gamma
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Error
Inside3D Staff


Joined: 05 Nov 2004
Posts: 558
Location: VA, USA

PostPosted: Thu Jul 16, 2009 5:34 am    Post subject: Reply with quote

that actually looks quite good imho
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ceriux



Joined: 06 Sep 2008
Posts: 969
Location: Florida, USA

PostPosted: Thu Jul 16, 2009 6:42 am    Post subject: Reply with quote

yeah makes quake look creepy Very Happy
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LordHavoc



Joined: 05 Nov 2004
Posts: 243
Location: western Oregon, USA

PostPosted: Thu Jul 16, 2009 6:55 am    Post subject: Reply with quote

I like where this thread is going Smile
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Entar



Joined: 05 Nov 2004
Posts: 422
Location: At my computer

PostPosted: Thu Jul 16, 2009 3:52 pm    Post subject: Reply with quote

LordHavoc wrote:
I like where this thread is going Smile

Yeah, rather than looking purely horrid, these actually have some cool style to them.
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jim



Joined: 05 Aug 2005
Posts: 400
Location: In The Sun

PostPosted: Thu Jul 16, 2009 7:22 pm    Post subject: Reply with quote

Is it possible to get this kind of stuff realtime with quake c? I've wanted to have some similar effects with some hallucination stuff, etc...
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leileilol



Joined: 15 Oct 2004
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PostPosted: Fri Jul 17, 2009 4:40 am    Post subject: Reply with quote

stuffcmd
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r00k



Joined: 13 Nov 2004
Posts: 483

PostPosted: Fri Jul 17, 2009 4:46 pm    Post subject: Reply with quote

qbism nice looking ogre there! is that the standard skin??
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LordHavoc



Joined: 05 Nov 2004
Posts: 243
Location: western Oregon, USA

PostPosted: Fri Jul 17, 2009 8:44 pm    Post subject: Reply with quote

r00k wrote:
qbism nice looking ogre there! is that the standard skin??


No I recognize that as OgrO's ogre skin, you can find most of the OgrO skins preinstalled in the Rygel pack, or find the original OgrO pack on the web somewhere.
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qbism



Joined: 04 Nov 2004
Posts: 82

PostPosted: Sat Jul 18, 2009 2:11 am    Post subject: Reply with quote

Yes, Ogro. Map textures are original Quake. Realtime world and dynamic lights on, but doesn't seem to cast shadows in 16-bit.
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LordHavoc



Joined: 05 Nov 2004
Posts: 243
Location: western Oregon, USA

PostPosted: Sat Jul 18, 2009 3:50 am    Post subject: Reply with quote

qbism wrote:
Yes, Ogro. Map textures are original Quake. Realtime world and dynamic lights on, but doesn't seem to cast shadows in 16-bit.


Yes, 16bit depth buffer lacks stencil (32bit depth buffer is 24bit depth + 8bit stencil), so shadows are off there.

If/when I add shadowmaps they will work in 16bit, but I expect them to be slower (and hence optional).
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leileilol



Joined: 15 Oct 2004
Posts: 1321

PostPosted: Sun Jul 19, 2009 3:56 pm    Post subject: Reply with quote

To be honest OgrO's skins are flat no-depth crap (as with anything done for Tenebrae, with the exception of the new fiend no one ever animated) so I think qbism's on a roll here.
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