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leileilol

Joined: 15 Oct 2004 Posts: 1321
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Posted: Wed Jul 15, 2009 3:29 pm Post subject: make darkplaces look as crappy as you can get it |
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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
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negke
Joined: 16 Apr 2008 Posts: 56
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Posted: Wed Jul 15, 2009 7:53 pm Post subject: |
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Still looks better than some QW setups... |
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qbism

Joined: 04 Nov 2004 Posts: 82
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Posted: Thu Jul 16, 2009 4:17 am Post subject: |
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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
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ceriux

Joined: 06 Sep 2008 Posts: 969 Location: Florida, USA
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LordHavoc
Joined: 05 Nov 2004 Posts: 243 Location: western Oregon, USA
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Posted: Thu Jul 16, 2009 6:55 am Post subject: |
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I like where this thread is going  |
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Entar

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

Joined: 05 Aug 2005 Posts: 400 Location: In The Sun
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Posted: Thu Jul 16, 2009 7:22 pm Post subject: |
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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
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Posted: Fri Jul 17, 2009 4:40 am Post subject: |
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stuffcmd _________________
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r00k
Joined: 13 Nov 2004 Posts: 483
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Posted: Fri Jul 17, 2009 4:46 pm Post subject: |
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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
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Posted: Fri Jul 17, 2009 8:44 pm Post subject: |
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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
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Posted: Sat Jul 18, 2009 2:11 am Post subject: |
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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
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Posted: Sat Jul 18, 2009 3:50 am Post subject: |
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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
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Posted: Sun Jul 19, 2009 3:56 pm Post subject: |
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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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