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2006-04-04, 20:06
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?
http://www.egozelle.com/stuff/qw_sig.jpg
2006-04-05, 02:18
News Writer
2260 posts

Registered:
Jan 2006
Im using gl_max_size 1 gets pretty sweet.. dunno about the picmip 5 q3 style..
2006-04-05, 08:04
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
2006-04-05, 08:06
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
2006-04-05, 10:36
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!
http://www.egozelle.com/stuff/qw_sig.jpg
2006-04-05, 12:42
Member
139 posts

Registered:
Jan 2006
gl_scaleModelTextures was set 1

worked now! exactly what i was looking for oldman! thx!
http://www.egozelle.com/stuff/qw_sig.jpg
2006-04-05, 13:11
Member
1011 posts

Registered:
Feb 2006
good good

theres a scaleTurb variable as well for lava/slime/water
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