Member
139 posts
Registered:
Jan 2006
im trying some gl_max_size 4 or 2 to have that kinda picmip 5 q3 style instead of legogfx..
but teamskins get blurred then..
any way to get around something like that?
News Writer
2260 posts
Registered:
Jan 2006
Im using gl_max_size 1 gets pretty sweet.. dunno about the picmip 5 q3 style..
Member
1011 posts
Registered:
Feb 2006
gl_scaleModelTextures 0 (default is 0) is meant to prevent gl_max_size effecting skins and models and i'm pretty sure i've never had any problems in the past with max_size effecting skins
check your setting of this variable
however, a long time ago when i used to play cs, i found a cheaty way to get full res skins and hud was to put gl_max_size 1, connect to the server so the map textures were cached, set gl_max_size back to 512/1024 and then reconnect to the map
you can probably achieve a similar thing either in that way, or if you just want it for player skins - by upping the gl_max_size and then typing 'skins' to reload playerskins
Member
1011 posts
Registered:
Feb 2006
p.s. you'd probably be better using gl_mipscale 4 or even gl_picmip itself if you are trying to emulate q3 picmip
Member
139 posts
Registered:
Jan 2006
ah thx oldman!
ill check that! gl_max_size 2/4 was fine.. looked pretty like q3 picmip
but since i use two colored teamskins with my m8s, those get blurred to one color..
but thx for first.. ill try that asap!
Member
139 posts
Registered:
Jan 2006
gl_scaleModelTextures was set 1
worked now! exactly what i was looking for oldman! thx!
Member
1011 posts
Registered:
Feb 2006
good good
theres a scaleTurb variable as well for lava/slime/water