![]() ![]() That's not what this is about, it is about the parts of textures that should always be brightly lit. Those are usually called "fullbright skins". There are also engines that support making whole models fullbright (for example for better visibility in competitive dueling). ![]() It really is your decision but I suggest using overbright lighting.įullbrights are parts of textures (that includes model skins) that are always displayed in full brightness regardless of the surrounding lighting situation. In this particular example (kjsp1) I like the look it creates, it is so bright that you cannot see it all anymore. I don't and I have no problem with the drawbacks (one could even say that it is the 1996 way to make HDR bloom blingbling, heh). It probably becomes even more of an issue if you play with idgamma and/or a brighter gamma setting. Not only are the ikwhite textures quite sensitive to colour settings, this extreme brightness is only to be found at this one spot in the map and it's some kind of skylight. It is an extreme example, probably the most extreme one can find. The screenshots below are made by me, I guess they show the correct subject. However, there is another view on this which aguirRe presented a while back at func. While the non-overbright screenshot looks good and innocent, once you see the one with overbright lighting enabled the blandness becomes obvious. For me it makes a huge difference in atmosphere, look at this example from the start map. It is very easy to overlook this when being blinded by GLQuake's freshness at first. This was another feature I lived without for ages and did not know what I missed. aguirRe is a strong opponent to it, so his Enhanced GLQuake has no support for this, see below. In Fitzquake it is controlled by gl_overbright (default is on), I did not check what the others use (if they let you toggle it). restore the overbright feature of the software renderer, so that lighting hot-spots will actually be as bright as intended.įrom left to right: Software, GLQuake, Overbright GLQuakeĪt least the following engines support overbright lighting: Fitzquake, Joequake, Qrack, QMB, Darkplaces, MHQuake, TomazQuake. This is why glquake looks just fine in darker rooms, but in bright areas the lighting looks very flat. In glquake there is no overbright lighting, so every part of the lightmap that goes above 100% is flattened to equal 100%. So, light.exe creates BSP files with lightmaps that go up to 200%. The original quake (software) engine used overbright lighting, which means the lightmap brightness can go up to 200%. What is overbright lighting? Quoting metlslime: It is not widely known but overbright lighting can be crucial for a map's looks.
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