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Quake Live graphic question

Created 10th June 2010 @ 14:59

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Pyle

I hope someone can help me with my QL config. I am trying to smooth all the map colours and overbright the enemy player model to create the graphic style that looks a bit like warsow’s I think… It are those graphics that make a wall one coloured grey without or with very few textures, same for the soil etc..

Closest looking example: http://3.bp.blogspot.com/_qfg-tuDgxAc/SvMHmrHrXuI/AAAAAAAABOI/_hfAf3yf0fo/s1600-h/warsow+head+hunt.jpg

My current settings:

r_dynamiclight “0”
r_vertexlight “1”
r_enablepostprocess “0”
r_picmip “4”
r_overbrightbits “1”
r_mapoverbrightbits “2”
r_gamma “1”
r_lodbias “-2”
r_subdivisions “4”

Eternal gratitude + kudo’s for all help given!

Cheers.


Last edited by Pyle,

Pyle

Has to look exactly like this: http://www.own3d.tv/video/27663/Zotac__35_Grand_Final_Strenx_Vs_Noctis

This will probably not help you in any shape or form as you probably know this, but incase you don’t:

If you want to distinguish enemies from the background you can set the cg_forceenemymodel and cg_forceteammodel

Personally I use “keel/sport” (Big white/yellow robot dude) for enemies and “crash/bright” (That character from the tutorial).
Pretty easy to distinguish the sounds they make, also they’re both quite visible, and since the enemies are bigger than the friendlies makes it also easy to distinguish. Also, they don’t blend in with the background.

Also: http://www.holysh1t.net/quake-live-config-generator/

KOVACS

Msg nvc on IRC, I’m sure he’d be happy to give you his config or stream config.

Pyle

@ dotfloat: I use keel also :P Except I got him dressed in green.
And we still got to play our duel :P since we’re officialy QL friends these days :D

dougiie

CotC

hey

try this

r_mode 9
r_picmip 5
r_gamma 1.5
r_mapoverbrightbits 1
r_intensity 1.2
r_ignorehwgamma 1
r_dynamiclight 0
r_smp 0

//r_displayrefresh 120

seta bot_nochat 1

cg_bob 0
cg_kickscale 0
cg_leveltimerdirection 1

cg_noprojectiletrail 1
cg_forcemodel 0
model “bitterman/red”
cg_forceteammodel “bitterman/red”
cg_forceenemymodel “keel/bright”
cg_scaleplayermodelstobb “0”

edit, pasted too much, but the top bit I mean :)


Last edited by dougiie,

Quoted from Pyle

@ dotfloat: I use keel also :P Except I got him dressed in green.
And we still got to play our duel :P since we’re officialy QL friends these days :D

How about a duel right now? :P

Stew

Quoted from dotfloat™

[…]

How about a duel right now? :P

Sure

I did

r_picmip 10
r_smp 0
r_dynamiclight 0

And it seems to have worked.

Pyle

Thanks for all replies… Ill try it out later tonight and let you guys know : )

Pyle

Quoted from dotfloat™

[…]

How about a duel right now? :P

I’m a company slave…. so I got to wait till I’m home :P

Pyle

Worked! Thanks bro’s!

// GRAPHICS
// ++++++++
set r_mode “21” // Screen resolution.
set r_fullscreen “1”
set com_maxfps “125” // Maximum frames rendered per second.
set r_displayrefresh “60”
set r_swapinterval “0” // Forces vsync, use in combination with r_displayrefresh. (Only usefull with CRT monitors)
set r_dynamiclight “0” // Enable dynamic lights. (For example rockets flying by light up the area.)
set r_vertexlight “1” // Vertex lighting instead of lightmap.
set r_enablepostprocess “0” // A value of 0 will degrade the quality of lighting in exchange for a boost in performance.
set r_picmip “8” // Lowers texture quality by blending out colors. (Lowering does not increase FPS if you have more than 32MB videoram.)
set r_overbrightbits “1” // Ambient lighting of local objects only: anything added to a map like players, ammo and weapons. (Works best with vertex enabled) [values: 0 to 4]
set r_mapoverbrightbits “2” // Ambient lighting of the map. (Makes the map more radiant.) [values: 0 to 10]
set r_gamma “1.2” // Overall brightness.
set r_fullbright “0” // When this variable is set to 1 the renderer system will render all textures on the map at full brightness.
set r_fastsky “0” // When set to 1, blacks out the sky with no texture. (This disables seeing through portals as well!)
set r_lodbias “-2” // Dictates what the highest level of detail to show on ingame elements (players, weapons, …). (Min: -2 = highest, Max: 2 = lowest)
set cg_shadows “1” // 0 = Disables player shadows.
set r_subdivisions “4” // Controls curved surfaces. Can be 4 or 80.
set cg_simpleitems “0” // Replaces pickup 3D models with iconic 2D images.
set cg_marks “0” // Render bullet marks on walls
set cg_brasstime “2500” // Amount of time expelled shells remain on screen.
set cg_noprojectiletrail “0” // No smoke trails on rockets and grenades.
set r_intensity 1.2
set r_ignorehwgamma 1
set r_smp 0

droso

o/

Screenshot please?

Quoted from droso

Screenshot please?

It’s just like that vid.

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