Author Topic: OpenGL Quake2 - Lighting  (Read 5479 times)

Offline Lyrical_4Shadow

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OpenGL Quake2 - Lighting
« on: September 04, 2010, 11:42:54 AM »
Salute,

Just upgraded my drivers and now am running in openGL.

How can it be made to look like this?



Right now the openGL made it look all red, or all green.

The weapons lights are cool, but this all red lights from the lava or sky is gay.

Seen another thread ("appearance"), but those config settings don't seem to de-red or de-green the levels.
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Offline VaeVictis

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Re: OpenGL Quake2 - Lighting
« Reply #1 on: September 04, 2010, 01:08:42 PM »
Salute,

Just upgraded my drivers and now am running in openGL.

How can it be made to look like this?



Right now the openGL made it look all red, or all green.

The weapons lights are cool, but this all red lights from the lava or sky is gay.

Seen another thread ("appearance"), but those config settings don't seem to de-red or de-green the levels.

if your running aprq2 or r1q2 you can use gl_coloredlightmaps to turn the color of the lights down, 1 is full color like normal, 0 is gray scale lighting, .2 or so is a good number imo :)

if you arent running aprq2 or r1q2, you should :)
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Offline Lyrical_4Shadow

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Re: OpenGL Quake2 - Lighting
« Reply #2 on: September 04, 2010, 01:47:36 PM »
Thanks Mr. VaeVictis,

Question though, are there separate settings for the weapons colored lights and the level colored lights?

Or if not, perhaps adjustments for the overall red, green and blue lights separatly?
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Offline VaeVictis

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Re: OpenGL Quake2 - Lighting
« Reply #3 on: September 04, 2010, 02:10:12 PM »
its best to probably just look around the forums and at some configs if ya can and try out settings, see what ya like

http://tastyspleen.net/quake/forums/index.php?topic=12164.0 <-- that thread has some good video settings posted in it you might wanna check out
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Offline fdrjk

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Re: OpenGL Quake2 - Lighting
« Reply #4 on: September 04, 2010, 02:31:06 PM »
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Offline Lyrical_4Shadow

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Re: OpenGL Quake2 - Lighting
« Reply #5 on: September 04, 2010, 03:00:40 PM »
its best to probably just look around the forums and at some configs if ya can and try out settings, see what ya like

http://tastyspleen.net/quake/forums/index.php?topic=12164.0 <-- that thread has some good video settings posted in it you might wanna check out

Thanks, that's what i'm looking at.

I'm liking this one from [BTF] Reflex, no orange at all:


... but with the sky/background and normal brightness weapons.

Must be doing it wrong.
Just stuck this in my config file:

Quote
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_modulate 99
set intensity 2
set gl_coloredlightmaps 0
set vid_gamma 0.9
vid_restart
wait
set gl_modulate 99
wait
sky black

is it more complicated than that?
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Offline |iR|Focalor

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Re: OpenGL Quake2 - Lighting
« Reply #6 on: September 04, 2010, 11:23:26 PM »
Those don't look like the stock weapon and map textures, so yours won't end up looking exactly like that.

You might want to try using the r1q2 client with r1gl vid_ref dll. Then you could also download the hi-res map texture pak which makes the maps look a hell of a lot better. There is also a hi-res weapon, ammo, and item pak floating around that you could use. Maybe |iR|Dervish could PM you the link to it if you're interested.

A gl_coloredlightmaps setting of 0 doesn't look that great in my opinion. Like Vae said, setting it anywhere between .2 and .5 tends to make the colors a little more vivid while not making everything look orange as fuck.

I also don't think it's quite necessary to have a gl_modulate setting of 99. I think it really only ranges from 0 to 9 anyway. 0 would be a totally black screen, don't do that. 9 tends to be a little too bright, but I guess it just depends on your personal preference. If you try a lower setting, you'll start getting some shadows cast from walls and such to add a little more visual realism, but some people prefer not to have them because it makes some areas of maps a little too dark for them.
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Offline [BTF] Reflex

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Re: OpenGL Quake2 - Lighting
« Reply #7 on: September 05, 2010, 07:39:52 AM »
There is a definite difference between gl_modulate 9 and 99, 
I tried 20 50 and 70 as well,  and each had a slight difference.

It's just for the models,  the map modulate stays at a more reasonable number...

The difference Lyrical,  is you don't have the first gl_modulate command set low


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
vid_gamma 0.9
vid_restart
wait
gl_modulate 99
wait
sky black

That should make a difference

Sky black only works if you have the black sky texture
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Offline Lyrical_4Shadow

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Re: OpenGL Quake2 - Lighting
« Reply #8 on: September 05, 2010, 09:18:28 AM »
Thanks all.

But nope, still everything looks all red (without the new pak).

It's nothing though, not gonna worry about it, don't want you all to spend any time on it.

Not a big deal.
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Offline VaeVictis

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Re: OpenGL Quake2 - Lighting
« Reply #9 on: September 05, 2010, 02:45:51 PM »
Thanks all.

But nope, still everything looks all red (without the new pak).

It's nothing though, not gonna worry about it, don't want you all to spend any time on it.

Not a big deal.

if everything is still all heavily color saturated you probably missed the gl_coloredlightmaps command as well... OR the client your running doesnt support it, which client are you running?
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Offline Lyrical_4Shadow

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Re: OpenGL Quake2 - Lighting
« Reply #10 on: September 05, 2010, 06:31:51 PM »
don't want you all to spend any time on it.

Whatever.
It's all good.

Volunteer at a hospital, help the boyscouts, teach the neighbourhood kids some soccer, get married, fix your car, fix the ozone, cut your toe nails, whatever.

Not important.
I can deal with it non openGL Quake2.


Thanks for the attempt though.
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Offline Acer

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Re: OpenGL Quake2 - Lighting
« Reply #11 on: September 06, 2010, 04:03:46 AM »
You give up too fast. :?

I bet you're running the old Q2 client so playing around with those special settings isn't going to do much...
Thanks for the attempt? You got all the answers you need to make it work, but you just don't seem to understand that you need a newer Q2 client to make Opengl mode look somewhat the same as Software mode. Oh well.

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Offline VaeVictis

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Re: OpenGL Quake2 - Lighting
« Reply #12 on: September 06, 2010, 02:37:19 PM »
You give up too fast. :?

I bet you're running the old Q2 client so playing around with those special settings isn't going to do much...
Thanks for the attempt? You got all the answers you need to make it work, but you just don't seem to understand that you need a newer Q2 client to make Opengl mode look somewhat the same as Software mode. Oh well.

not like its hard to get r1q2 and r1gl set up with anticheat anyway... just use the installer that does all 3... i mean the hardest part about that might be to tell your antivirus that anticheat isnt a virus lol
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