Author Topic: Quake II Apearance  (Read 16978 times)

Offline fdrjk

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Re: Quake II Apearance
« Reply #30 on: May 19, 2010, 12:16:26 PM »
OMFG.

FAP FAP FAP FAP FAP FAP FAP FAP FAP FAP !!!!!



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Offline THERSOfi

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Re: Graphics...
« Reply #31 on: April 16, 2011, 01:12:11 AM »
I fiddled with r1q2/r1gl this mornin trying to produce some very nice looking fairly stock q2 by twiddling settings around.
I was trying to recreate the really great depth that the old voodoo cards seemed to create, and I think it kinda worked.

vid_gamma was a big part of it. raising it up to nearly 1 caused the extra brightness to go away so the textures had much more impressive contrast.

I recommend jdo's retex pak http://ir.tastyspleen.net/files/q2retexpak.zip

and these settings:

gl_ext_texture_filter_anisotropic 1
gl_ext_max_anisotropy 16
gl_ext_multisample 1
gl_ext_samples 8
gl_modulate 2
intensity 2
gl_coloredlightmaps 0.8
vid_gamma 0.9


this made everything look quite a bit smoother and more crisp, and brought the lighting to a playable level without removing the dark shadowy areas and without the orange glowing look of an overly brightened map.

I just put them in a file called vid.cfg, with a vid_restart command at the end of it, and exec'd it from the console.

There are probably some other settings to try out, but this might be a start.


my Quake 2 Before:



my Quake 2 After:



I'm resurrecting a dead thread here but this has been bugging me.

How do I get my textures to look like this? The software mode looking kind of textures instead of the bland looking kind of textures.

My pic is on the right and Dervish's on the left, I'm using AprQ2.



HELP
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Offline Acer

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Re: Quake II Apearance
« Reply #32 on: April 16, 2011, 05:12:26 AM »
Play around with the available gl_texturemode values. (The texture drawing mode.)

Default:  gl_texturemode GL_LINEAR_MIPMAP_NEAREST

Values:
GL_NEAREST - This will enable nearest neighbor interpolation and will therefore appear similar to software Quake2 except with the added colored lighting.
GL_LINEAR - This will enable linear interpolation and will appear to blend in objects that are closer than the resolution that the textures are set as.
GL_NEAREST_MIPMAP_NEAREST - Nearest neighbor interpolation with mipmapping for bilinear hardware. Mipmapping will blend objects that are farther away than the resolution that they are set as.
GL_LINEAR_MIPMAP_NEAREST - Linear interpolation with mipmapping for bilinear hardware.
GL_NEAREST_MIPMAP_LINEAR - Nearest neighbor interpolation with mipmapping for trilinear hardware.
GL_LINEAR_MIPMAP_LINEAR - Linear interpolation with mipmapping for trilinear hardware.
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Offline THERSOfi

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Re: Quake II Apearance
« Reply #33 on: April 16, 2011, 08:39:11 AM »
Tried all of those they either look like my picture above or this.



Which is too pixelated.
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Offline Acer

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Re: Quake II Apearance
« Reply #34 on: April 16, 2011, 09:26:07 AM »
Dunno then. But Aprq2 uses its own GL driver so maybe it's just a R1GL thingie.
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Offline [BTF] Reflex

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Re: Quake II Apearance
« Reply #35 on: December 28, 2011, 05:31:16 AM »
Clipped from another thread.   Had to do with making Q2 look better.

(Nothing to do with above pics)


On my system (with r1gl) these values seemed to yield a reasonable balance between map brightness and entity brightness:

set gl_texture_lighting_mode 1
set gl_contrast 0.8
set gl_saturation 1 
set gl_modulate 4
set intensity 1
set vid_gamma 0.6 

set gl_coloredlightmaps 1
set gl_doublelight_entities 1

// texture quality
set gl_ext_texture_filter_anisotropic "1"
set gl_ext_max_anisotropy "16"           
set gl_ext_multisample "1"
set gl_ext_samples "8"
set gl_ext_nv_multisample_filter_hint "nicest"



:exqueezeme:

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Offline THERSOfi

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Re: Quake II Apearance
« Reply #36 on: June 26, 2012, 04:36:25 PM »
In case anybody was wondering I fixed my problem awhile ago on Arq2,
the stuck-up purist in me desired the software look, without actually running in software mode, enabling
all those big ugly pixels (more detail!)
but I could never seem to figure it out.
After some googling around...
(This should work on other source ports as well).

Make these adjustments in your config.

set gl_ext_texture_filter_anisotropic "1"
set gl_texturemode "GL_NEAREST"

& voilà.


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Offline Sgt. Dick

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Re: Quake II Apearance
« Reply #37 on: June 26, 2012, 05:36:37 PM »
Your sig pic looks like Golgo's knees after a long night at the gay bar.
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Offline MUSICPOWA

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Re: Quake II Apearance
« Reply #38 on: September 21, 2012, 10:35:47 PM »
so i recently reinstalled quake 2 after my little hiatus when i migrated to cpma. anyways, i tried to install my favorite clau pak. theres something diffferent. my gun model doesnt show up in 130, it used to before whenever i used the clau pak. it used to have a sort of centerd, but to the right kind of quake 3 hands look.   now its almost dead to the right like the default quake 2 hand position which is the far right kind of thing. this is what the hands should look like however in my old settings.


http://www.youtube.com/watch?v=TeHDagXqmYE&feature=share&list=PLEB03924FA42CF597

can anyone help?
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Offline MUSICPOWA

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Re: Quake II Apearance
« Reply #39 on: September 21, 2012, 10:38:02 PM »

instead of my hand at fov 130 being like this
http://www.youtube.com/watch?v=_icLyft3LuU&feature=related

can anyone help?
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Offline mir^mortal

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Re: Quake II Apearance
« Reply #40 on: September 23, 2012, 11:08:19 AM »
Quake looks the best original!

Offline MUSICPOWA

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Re: Quake II Apearance
« Reply #41 on: September 23, 2012, 03:24:19 PM »
THAT DOESNT HELP ME AT ALL MR! :D
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Offline Booya

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Re: Quake II Apearance
« Reply #42 on: April 20, 2015, 01:23:25 PM »
Stumbled onto this. ... Anyone else seen this or am I that behind :)

http://quakearcadetournament.blogspot.com/
« Last Edit: April 20, 2015, 01:43:19 PM by Booya »
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Booya Fu

Offline Muerte

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Re: Quake II Apearance
« Reply #43 on: April 21, 2015, 05:04:46 AM »

can anyone help?

2ez

set cl_gun "1"
set hand "0"


bind x "use Super Shotgun;gun_y -2;gun_x -5;gun_z 5"
bind c "use Chaingun;gun_y 0;gun_x 0;gun_z 0"
etc

just set every weapon position (depends of pack weapon models ur using, fov and resolution)

:( just noticed now im replaying on old post  :oops:
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