Author Topic: Quake II Apearance  (Read 27241 times)

Offline Ace

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Re: Quake II Apearance
« Reply #15 on: January 19, 2010, 01:39:10 PM »
How do you turn off colored light maps in EGL?  The gl_coloredlightmaps 0
 does not work in EGL for me even after vid_restart...
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Offline [BTF] Reflex

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Re: Quake II Apearance
« Reply #16 on: January 20, 2010, 05:03:16 AM »
gl_coloredlightmaps and r_coloredlightmaps are commands added by r1q2 and aprq2

EGL might not have done anything with it,  but you could try r_coloredlightmaps.
Does egl have its own ref.dll?  or can you use r1gl?
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Offline Whirlingdervish

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Re: Quake II Apearance
« Reply #17 on: January 20, 2010, 08:30:34 AM »
egl has it's very own renderer..

 :-\

A list of EGL cvars is here:

http://www.quakedev.com/forums/index.php?PHPSESSID=196fb04d163c075c9442e226d5a7403a&topic=657.0

I gave it a quick look and didn't see anything that would have the same effect, but there may be something in there.
« Last Edit: January 20, 2010, 08:38:22 AM by Whirlingdervish(Q2C) »
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Offline Randy

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Re: Quake II Apearance
« Reply #18 on: January 20, 2010, 07:14:13 PM »
coloredlightmaps feature isn't currently availble in EGL,i spoke with echon awhile back and was planning to release the next version with it,but it hasn't happend. In fact,i think r1ch was the last person to work on EGL.  :exqueezeme:
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Offline ReCycled

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Re: Quake II Apearance
« Reply #19 on: January 21, 2010, 12:04:02 PM »
I started playing the game around 1998, in software (no graphics card) and kind of got use to that appearance as "normal". Then I bought a Voodoo 3DFX card (4 meg) and opened up Quake 2. I was stunned by the difference. I remember being in the small room at the exit point, on Base2, just marvelling at the subtlety and richness of colors that I had never seen before. Unfortunately Voodoo cards ran hot and would fry themselves within 2 years. I probably went through around 6 or 7 of them. Then 3DFX went under and I had to buy a Ge-Force card. What a disappointment. No matter what I did to the settings I couldn't get back the richness and color. Sigh....

If memory serves me well, I think Quake 2 was developed specifically using the 3DFX technology - hence the optimal appearance of the game.
 :bigshades:
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Offline deityscythe

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Re: Graphics...
« Reply #20 on: April 17, 2010, 07:39:40 PM »
Latest R1GL also has a gl_texture_lighting_mode to provide even more control:

Quote
# New texture lighting code from JDolan / Quake2World. Disabled by default, control with gl_texture_lighting_mode 1 to enable. New cvars, gl_contrast and gl_saturation to control amount of contrast and saturation. gl_modulate does not apply to textures in this mode, use vid_gamma to control texture brightness. Should result in higher quality textures at higher brightness levels without washing out the colors, at the expense of slightly longer load times.


nice....how can i make my q2 look like this how doi use the texturepak? just put it in baseq2? also what other paks are you using forbright items xhair and hud?
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Offline fdrjk

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Re: Quake II Apearance
« Reply #21 on: May 16, 2010, 12:28:11 PM »
Ahem

http://kmq2.quakedev.com/

Go get the beta 3 fixed NOW!!!  :rockon:

(And you can go online with it! :dohdohdoh: )
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Offline [BTF] Reflex

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Re: Quake II Apearance
« Reply #22 on: May 17, 2010, 07:52:56 AM »
Looks slick,  have avi export?  :)
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Offline fdrjk

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Re: Quake II Apearance
« Reply #23 on: May 17, 2010, 02:30:12 PM »
Um... Whats that :? I dont really know all of the technical stuff :dohdohdoh:

(WARNING! :offtopic: It doesnt have unofficial mod support like say, AQ2. But it does have support for mods like xatrix, rogue, and surprisingly zaero :/ Which can also be DLed there :) )

EDIT: Also,
:ubershock:
:ubershock:
:ubershock:
:ubershock:
:ubershock:
« Last Edit: May 17, 2010, 02:35:53 PM by MCS_FaderJok0 »
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Offline Whirlingdervish

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Re: Quake II Apearance
« Reply #24 on: May 17, 2010, 08:17:04 PM »
the gore and bloom! it's so beautiful!

 :lolup:
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Offline fdrjk

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Re: Quake II Apearance
« Reply #25 on: May 18, 2010, 03:46:39 AM »
the gore and bloom! it's so beautiful!

 :lolup:

Looks WAAAAY better than r1q2 doesnt it? :yes:
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Offline [BTF]Gator

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Re: Quake II Apearance
« Reply #26 on: May 18, 2010, 04:19:13 AM »
What is required to make it useable online?

i downloaded it and tried it, but when i tried to connect to TastySpleen, the server would not let me in for the reason that it appears to be version 3.19 rather then 3.20.
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Offline VaeVictis

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Re: Quake II Apearance
« Reply #27 on: May 18, 2010, 09:55:46 AM »
kmq2 looks pretty sweet :) but no mod support means its kinda useless for anything but single player

EGL is more usable though, and looks quite impressive itself, just less so, BUT ITS PLAYABLE

My favorite as far as particle effects go is quake 2 evolved, the rockets, rails, chain, hyper blaster, it all just looks amazing :) the frame rate is such a HUGE problem though :(

quake 2 max is another one, and if you like it more power to ya, but i think it looks pretty cheasy
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Offline fdrjk

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Re: Quake II Apearance
« Reply #28 on: May 18, 2010, 11:48:01 AM »
What is required to make it useable online?

i downloaded it and tried it, but when i tried to connect to TastySpleen, the server would not let me in for the reason that it appears to be version 3.19 rather then 3.20.

TO fix this, change the client protocol compatibility at the top of the join server page from KMQuake2 to stock quake 2

Also, It has no mod support FOR SINGLE PLAYER not multiplayer :D So you can still go on servers and junk :rockon:
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Offline [BTF]Sigma

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Re: Quake II Apearance
« Reply #29 on: May 18, 2010, 06:46:27 PM »
OMFG.

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