Берсеркер
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#1 26 мая 2008 в 02:29
Тема про замену стандартных Q2 текстур текстурами высокого разрешения, normalmaps, parallax, light-textures, fx.
Машина несла меня через неведомые районы Галактики сквозь пространство математической реальности быстрее скорости света. (C) Фред Саберхаген.
KRIGSSVIN
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#2 26 мая 2008 в 05:45
Кхм ну и?  ;D
Just_Jim
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#3 26 мая 2008 в 13:18
http://www-personal.umich.edu/~jimw/q2/specific/bers_uhr<br /><br />Index of /~jimw/q2/specific/bers_uhr<br />&nbsp; &nbsp; &nbsp; Name&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Last modified&nbsp; &nbsp; &nbsp; Size&nbsp; <br />Description--------------------------------------------------------------------------------<br />&nbsp; &nbsp; &nbsp; Parent Directory&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;-&nbsp; &nbsp;<br />&nbsp; &nbsp; &nbsp; Berseker_05-17-2008_..&gt; 17-May-2008 23:38&nbsp; 1.1M&nbsp; <br />&nbsp; &nbsp; &nbsp; Berseker_05-21-2008_..&gt; 21-May-2008 21:19&nbsp; &nbsp;17M&nbsp; <br />&nbsp; &nbsp; &nbsp; upd_zTextures_05-20-..&gt; 24-May-2008 12:54&nbsp; 1.7K&nbsp; <br />&nbsp; &nbsp; &nbsp; upd_zTextures_05-20-..&gt; 20-May-2008 22:09&nbsp; &nbsp;25M&nbsp; <br />&nbsp; &nbsp; &nbsp; zTextures1.pk2&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 18-May-2008 20:06&nbsp; 454M&nbsp; <br />&nbsp; &nbsp; &nbsp; zTextures2.pk2&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 18-May-2008 21:00&nbsp; &nbsp;98M&nbsp; <br /><br />These screenshots are from &quot;Back At The Front&quot; <br />- http://www-personal.umich.edu/~jimw/q2/Mods1/batf.zip<br /><br />config,cfg<br /><br />set vid_ignorehwgamma &quot;0&quot;<br />set vid_gamma &quot;1.900000&quot;<br />set vid_bright &quot;2.100000&quot;<br />set vid_contrast &quot;1&quot;<br />set r_gamma &quot;0.900000&quot;<br />set r_intensity &quot;2&quot;<br />set r_modulate &quot;1&quot;<br />set r_overbright &quot;0&quot;<br /><br /><br />fullsize screenshot http://www-personal.umich.edu/~jimw/q2/images/ber/batf01_hw0.jpg<br /><br />set vid_ignorehwgamma &quot;1&quot;<br />set vid_gamma &quot;1.900000&quot;<br />set vid_bright &quot;2.100000&quot;<br />set vid_contrast &quot;1&quot;<br />set r_gamma &quot;0.900000&quot;<br />set r_intensity &quot;2&quot;<br />set r_modulate &quot;1&quot;<br />set r_overbright &quot;0&quot;<br /><br /><br />fullsize screenshot http://www-personal.umich.edu/~jimw/q2/images/ber/batf01_hw1.jpg<br /><br />I want the screen brightness of - set vid_ignorehwgamma &quot;0&quot; - <br />and the texture detail of - set vid_ignorehwgamma &quot;1&quot; -<br /><br />Can I do this by editing the values of cvars?<br /><br />I do not understand the function of the three cvars:<br />set r_gamma &quot;0.900000&quot;<br />set r_intensity &quot;2&quot;<br />set r_modulate &quot;1&quot;
Just_Jim
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#4 26 мая 2008 в 14:44
<br />fullsize screenshot http://www-personal.umich.edu/~jimw/q2/images/ber/smoke.jpg<br /><br />Which cvars or scripts control how Smoke snd Blood are displayed?<br />Where is the data for Smoke and Blood images or particles?<br /><br />I have to much yellow and green in the Smoke.<br />The Blood looks to dense.
Just_Jim
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#5 26 мая 2008 в 16:30
set vid_ignorehwgamma &quot;1&quot;<br /><br />fullsize screenshot http://www-personal.umich.edu/~jimw/q2/images/ber/batf02_hw1.jpg<br /><br />set vid_ignorehwgamma &quot;0&quot;<br /><br />fullsize screenshot http://www-personal.umich.edu/~jimw/q2/images/ber/batf02_hw0.jpg<br /><br />How do I reduce the Halo created by these map objects?<br /><br />Sometimes I play Berserker with set vid_ignorehwgamma &quot;1&quot; - more challanging.<br />Sometimes I play Berserker with set vid_ignorehwgamma &quot;0&quot; - more scenic.
KRIGSSVIN
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#6 26 мая 2008 в 16:59
Флаеры&nbsp; ;)
Just_Jim
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#7 26 мая 2008 в 19:41
Better video settings - set vid_ignorehwgamma &quot;0&quot; - http://www-personal.umich.edu/~jimw/q2/images/ber/config.cfg<br />Dark to be challanging and bright to be scenic<br />Settings dependent on video card and monitor?<br /><br />&quot;Back at the Front&quot;<br /><br />fullsize screenshot http://www-personal.umich.edu/~jimw/q2/images/ber/batf02_a_hw0.jpg<br /><br /><br />fullsize screenshot http://www-personal.umich.edu/~jimw/q2/images/ber/batf03_hw0.jpg<br /><br />Quake2 - &quot;Installation&quot;<br /><br />fullsize screenshot http://www-personal.umich.edu/~jimw/q2/images/ber/base2_hw0.jpg<br /><br />To do:<br />How to make Halo less bright and more transparent?<br />How to make Smoke the correct color?<br />How to make Blood less dense like a spray of water not a stream of water?<br /><br />Suggestions?
Берсеркер
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#8 27 мая 2008 в 04:01
Color control using 2 ways:<br /> &nbsp;vid_ignorehwgamma=0, &nbsp;h/w (hardware) gamma ramp control.<br /> &nbsp;vid_ignorehwgamma=1, &nbsp;image gamma/intensity correction in LoadImage programs.<br />I&#39;m using 0.<br /><br />For vid_ignorehwgamma=0 use these cvars:<br /> &nbsp;vid_gamma (&quot;h/w.gamma&quot; in video menu), my value is 1.4<br /> &nbsp;vid_bright (&quot;h/w.brightness&quot; in video menu), my value is 2.0<br /> &nbsp;vid_contrast (&quot;h/w.contrast&quot; in video menu), my value is 1.0<br />This cvars operate immediate after change, does not require vid_restart.<br /><br />For vid_ignorehwgamma=1 use these cvars:<br /> &nbsp;r_gamma (&quot;tex.gamma&quot; in video menu), my value is 1.0<br /> &nbsp;r_intensity (&quot;tex.intensity&quot; in video menu), my value is 2.2<br />This cvars requires vid_restart.<br /><br />Other cvars:<br /> &nbsp;r_modulate (&quot;lightmap gamma&quot; in video menu), my value is 0.3<br /> &nbsp; &nbsp; &nbsp; &nbsp;Ambient-lighted pixel color = r_modulate * lightmap pixel color * texture pixel color<br /> &nbsp;r_overbright, my value is 1.<br /> &nbsp; &nbsp; &nbsp; &nbsp;If 1, scene draw more bright.<br /> &nbsp;hud_overbright, my value is 1.<br /> &nbsp; &nbsp; &nbsp; &nbsp;If 1, hud draw more bright.<br /><br />
Which cvars or scripts control how Smoke snd Blood are displayed?
<br />p_splash, p_blood, p_spawn, p_rocket, p_grenade, p_gib, p_shotgun, p_machine, p_explosion, p_sparks<br />This cvars controls how many particles add...<br /><br />
Where is the data for Smoke and Blood images or particles?
<br />Textures\Particles\<br />(pak02.pk2, pak11.pk2, ...)<br /><br />
I have to much yellow and green in the Smoke. The Blood looks to dense.
<br />No cvars. &nbsp;:(<br />I will to create:<br />p_color_blood_r<br />p_color_blood_g<br />p_color_blood_b<br />p_color_smoke_r<br />p_color_smoke_g<br />p_color_smoke_b<br />and other for color control.<br /><br />
How do I reduce the Halo created by these map objects?
<br />Every lightSurf partition add one halo. So, halo looks good if one lightSurf has one partition.<br />In better case, every .BSP file must have .LIT file, &quot;relight&quot; correction:<br />token &quot;ignored_lightsurfs&quot; in .LIT, &nbsp;&quot;ignore_lightsurf&quot; command of relight editor.<br />I will to create new cvar:<br />r_autoflare, &nbsp;default=1, &nbsp;if 0 auto flares does not work.<br />
Машина несла меня через неведомые районы Галактики сквозь пространство математической реальности быстрее скорости света. (C) Фред Саберхаген.
Just_Jim
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#9 27 мая 2008 в 15:52
You are the Greatest!<br />Thank you very much for the information and your efforts to create additional cvars.<br /><br />The learning curve is very steep at my house (we like it that way). I will sort through the information you posted (you explain things very well) and implement what I can.
Берсеркер
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#10 28 мая 2008 в 11:58
I will to create new cvar:<br />r_autoflare,&nbsp; default=1,&nbsp; if 0 auto flares does not work.
<br />See cvar r_flares:&nbsp; :)<br />0 - no auto flares<br /># - Halo intensity (default 4, max 16).<br />
Машина несла меня через неведомые районы Галактики сквозь пространство математической реальности быстрее скорости света. (C) Фред Саберхаген.