tmg
Quake 2 Mapping Club
Posts: 266
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Post by tmg on Apr 6, 2008 16:53:48 GMT -5
I was looking through my maps for my unit for Quake 2 today, seeing what pieces I might be able to use from various maps to make a nice DM map for ya'all, but when I walked through alot of the newer ones, I noticed my lighting is so dark.
I know I've said before that accented lighting will play a big part in my maps, but man, does anyone have a torch? I cannot believe how lazy I am getting with bright areas not being used in my maps...talk about a reflection of my personality!
What I want to know, is the settings you guys use on your CRTs/LCDs - Brightness/Contrast, so I can adjust/re-adjust the lighting in my maps so you guys can all have a good time playing my maps - whenever I release my maps, that is.......
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Post by Paril on Apr 6, 2008 18:54:37 GMT -5
I'd recommend taking a look at the Quake2 stock map's lighting, they have the 'default' gamma and brightness lighting for every map, so that might be a good ref.
-Paril
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Post by grieve[Q2C] on Apr 8, 2008 7:17:52 GMT -5
the single player mission is the reference for correct brightness.
it should look gloomy but you should be able to see the stuff you shoot, with the Q2 video brightness slider about 3 quarters up.
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Whirlingdervish
Clan Q2C
100%
Clan Q2C Resident Smartass BANNED FOR STALKING AND FLAMING
Posts: 962
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Post by Whirlingdervish on Apr 8, 2008 10:27:58 GMT -5
I use 800x600 resolution fullscreen opengl at a forced refresh rate of 75hz, 77 FPS, and all of the brightness settings stock except for gl_modulate, which I have set to 10.
Every map looks nearly fullbright for me, except that the lighting colors are all there. Sometimes I use gl_coloredlightmaps 0 when I'm competing so I only see my brightskins in color on a fairly dull greyscale background.
I tend to make my maps so that they are playable with a stock gl_modulate of "1" but still fairly gloomy and dark like some of the SP quake 2 maps.
This way, they arent blinding when I play them with my super bright settings, and some of the shadows might still be there.
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tmg
Quake 2 Mapping Club
Posts: 266
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Post by tmg on Apr 13, 2008 3:10:27 GMT -5
Wirlingdevilish I tried that "gl_modulate" setting out in Q2 and set it to 10, and all it does for me is make the gun brigher, that's it.
I will work on my lighting and try not to make things too dark and try to use the lighting to pick out pockets of darkness, and to accent the level like I've always attempted to do with all my maps.
thanks for the replies. I haven't studied the original quake 2s lighting for some time, but it is a very bright game. Guess I am still trying to emulate Doom 2 a bit when I make my maps....I dunno, guess I like gloomy areas.
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Post by grieve[Q2C] on Apr 14, 2008 5:37:34 GMT -5
people who encounter quake 2 as bright must be an infinitesimal minority. for the most it is too dark, graphical wise that is ... and maybe otherwise. this could mean that when you make maps which you think are gloomy, they could be pitch black for the rest of the world. gl_modulate 10 is an extreme setting for deathmatch players which makes things nearly fullbright, default is 1 and you should be able to see sufficiently enough in the single player maps with that.
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Post by draxi on Apr 14, 2008 16:50:58 GMT -5
TMG!...
try writing vid_restart in console after you set gl_modulate to 10..
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Post by Paril on Apr 14, 2008 18:49:04 GMT -5
Wirlingdevilish I tried that "gl_modulate" setting out in Q2 and set it to 10, and all it does for me is make the gun brigher, that's it. You have to do a vid_restart. -Paril
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Post by draxi on Apr 15, 2008 14:13:31 GMT -5
setting gl_coloredlightmaps 0 doesn't work for me..
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Post by Paril on Apr 15, 2008 15:22:55 GMT -5
Depends on engine.
-Paril
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Post by James on Apr 27, 2008 12:31:50 GMT -5
i dont usually touch any of the video setting for quake except for resolution...
lol Paril "do a vid restart"
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