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Post by jitspoe on Mar 21, 2015 15:10:49 GMT -5
On sort of a related note, the sounds I created for my map are optimized for Quake2's "high quality" setting: s_loadas8bit 0 s_khz 22 snd_restart
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Null
Gladiator
Posts: 555
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Post by Null on Mar 21, 2015 15:38:19 GMT -5
Here's the r1q2 config macanah just sent me: www.sendspace.com/file/c5csfbset gl_brightness "0.150000" set gl_celshading "3" set gl_modulate "5" set intensity "2" set vid_gamma "0.800000"
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Post by cocerello on Mar 21, 2015 15:43:57 GMT -5
Yeah, Jaydolan, you were right from the start, i failed big. Tried what you said and worked, what i don't understand is why it says on ClanWos' webpage that its only for dynamic lighting when from what you have shown, affects static too. Interesting.
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Mar 21, 2015 16:43:44 GMT -5
*My KmQ2 config* set vid_gamma "0.700000" set r_modulate "3"
LG Flatron 23" LCD Media Station
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Null
Gladiator
Posts: 555
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Post by Null on Mar 21, 2015 16:50:45 GMT -5
LG Flatron 23" LCD Media Station I'm going to buy this monitor just to view your awesome maps
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Mar 21, 2015 17:01:30 GMT -5
LG Flatron 23" LCD Media Station I'm going to buy this monitor just to view your awesome maps
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Mikemc
Quake 2 Mapping Club
Reminiscing this & that & having such a good time
Posts: 344
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Post by Mikemc on Mar 22, 2015 3:41:08 GMT -5
Just loaded up the game, KMQ2 Brightness is default +1 and orange looks orange so I think that'll be fine.
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Post by sP1Sp0pD on May 26, 2015 12:47:31 GMT -5
I've always been using the following settings for software and OpenGL renderers (my client is pretty much vanilla 3.21 build from icculus.org sources): // X11 video settings set sw_mipcap 10000 set sw_mipscale 10000
// GLX video settings set vid_gamma .3 set gl_modulate 2 set intensity 2 Full config available here [GitHub]. These are for FreeBSD/X.Org on some lousy ATI card; not sure how would it look on Wind0ze. ;-) For taking screenshots though, I have to bump GLX values to some insane numbers, otherwise they come out really dark.
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