Comments on: Software vs GLQuake: Fullbrights http://www.quaddicted.com/software-vs-glquake/software-vs-glquake-fullbrights/ The greatest Quake 1 Singleplayer site on this planet. Fri, 07 Oct 2011 17:31:42 +0000 hourly 1 By: Custom textures in MP Quake - QuakeOne - Quake 1 Resurrection http://www.quaddicted.com/software-vs-glquake/software-vs-glquake-fullbrights/comment-page-1/#comment-2632 Custom textures in MP Quake - QuakeOne - Quake 1 Resurrection Wed, 08 Sep 2010 17:53:41 +0000 http://www.quaddicted.com/?p=960#comment-2632 [...] you're converting textures, make sure that you have a good read of this before releasing anything: Software vs GLQuake: Fullbrights (Although I assume that Baker's tool handles the necessary palette mangling automatically). [...] [...] you're converting textures, make sure that you have a good read of this before releasing anything: Software vs GLQuake: Fullbrights (Although I assume that Baker's tool handles the necessary palette mangling automatically). [...]

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By: dreadlorde http://www.quaddicted.com/software-vs-glquake/software-vs-glquake-fullbrights/comment-page-1/#comment-2028 dreadlorde Wed, 09 Dec 2009 16:18:42 +0000 http://www.quaddicted.com/?p=960#comment-2028 We need more articles like this. Maybe we can place a bounty on these kinds of articles? They're very useful to new engine programmers; such as myself, in that they provide an in depth look at how things work in Quake without the reader having to dive straight into source code. Hell, if Spirit can't place a bounty on articles like this, I would be willing to negotiate with someone a price so that they could provide us with them, and maybe some more detail on what source files implement what is being described. We need more articles like this. Maybe we can place a bounty on these kinds of articles? They’re very useful to new engine programmers; such as myself, in that they provide an in depth look at how things work in Quake without the reader having to dive straight into source code.

Hell, if Spirit can’t place a bounty on articles like this, I would be willing to negotiate with someone a price so that they could provide us with them, and maybe some more detail on what source files implement what is being described.

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By: Irritant http://www.quaddicted.com/software-vs-glquake/software-vs-glquake-fullbrights/comment-page-1/#comment-1845 Irritant Mon, 23 Nov 2009 18:23:09 +0000 http://www.quaddicted.com/?p=960#comment-1845 Of course by now, this is all usually handled by use of a shader system rather than relying on a pallette to provide fullbright colors on map textures. Of course by now, this is all usually handled by use of a shader system rather than relying on a pallette to provide fullbright colors on map textures.

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By: mh http://www.quaddicted.com/software-vs-glquake/software-vs-glquake-fullbrights/comment-page-1/#comment-1826 mh Sat, 21 Nov 2009 22:51:13 +0000 http://www.quaddicted.com/?p=960#comment-1826 Thanks for this one, it's very important. Getting overbrights wrong is at worst merely unpleasant, getting fullbrights wrong can completely destroy the hard work of the mapper and texture artist in creating an atmosphere. It needs to be realised beyond doubt that both are deliberate intended features of the Quake engine, and making the point about the colormap reinforces this. It is after all trivially easy to generate a colormap that has neither. Thanks for this one, it’s very important. Getting overbrights wrong is at worst merely unpleasant, getting fullbrights wrong can completely destroy the hard work of the mapper and texture artist in creating an atmosphere.

It needs to be realised beyond doubt that both are deliberate intended features of the Quake engine, and making the point about the colormap reinforces this. It is after all trivially easy to generate a colormap that has neither.

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