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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.zipand these settings:gl_ext_texture_filter_anisotropic 1gl_ext_max_anisotropy 16gl_ext_multisample 1gl_ext_samples 8gl_modulate 2intensity 2gl_coloredlightmaps 0.8vid_gamma 0.9this 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:
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On my system (with r1gl) these values seemed to yield a reasonable balance between map brightness and entity brightness:set gl_texture_lighting_mode 1set gl_contrast 0.8 set gl_saturation 1 set gl_modulate 4set intensity 1set vid_gamma 0.6 set gl_coloredlightmaps 1set gl_doublelight_entities 1// texture qualityset 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"
can anyone help?