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leileilol Joined: 15 Oct 2004 Posts: 1321 |

Posted: Wed Jul 15, 2009 3:29 pm Post subject: make darkplaces look as crappy as you can get it |

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 |

Posted: Wed Jul 15, 2009 6:45 pm Post subject: |

some crazy lookin stuff there. _________________ QuakeDB - Quake ModDB Group

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negke Joined: 16 Apr 2008 Posts: 56 |

Posted: Wed Jul 15, 2009 7:53 pm Post subject: |

Still looks better than some QW setups...

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qbism Joined: 04 Nov 2004 Posts: 82 |

Posted: Thu Jul 16, 2009 4:17 am Post subject: |

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

Posted: Thu Jul 16, 2009 5:34 am Post subject: |

that actually looks quite good imho _________________ Inside3D : Knowledge Is Power Darkplaces Documentation Wiki

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

Posted: Thu Jul 16, 2009 6:42 am Post subject: |

yeah makes quake look creepy _________________ QuakeDB - Quake ModDB Group

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

Posted: Thu Jul 16, 2009 6:55 am Post subject: |

I like where this thread is going

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

Posted: Thu Jul 16, 2009 3:52 pm Post subject: |

LordHavoc wrote:
I like where this thread is going

Yeah, rather than looking purely horrid, these actually have some cool style to them.
_________________
woh... feelin woozy... too much cider...
http://entar.quakedev.com
games fascination - My Game Development Blog/Journal

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

Posted: Thu Jul 16, 2009 7:22 pm Post subject: |

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... _________________ zbang!

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leileilol Joined: 15 Oct 2004 Posts: 1321 |

Posted: Fri Jul 17, 2009 4:40 am Post subject: |

stuffcmd _________________

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r00k Joined: 13 Nov 2004 Posts: 483 |

Posted: Fri Jul 17, 2009 4:46 pm Post subject: |

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 |

Posted: Fri Jul 17, 2009 8:44 pm Post subject: |

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 |

Posted: Sat Jul 18, 2009 2:11 am Post subject: |

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 |

Posted: Sat Jul 18, 2009 3:50 am Post subject: |

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 |

Posted: Sun Jul 19, 2009 3:56 pm Post subject: |

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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