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Graphics Discussion
2006-04-27, 22:11
Member
55 posts

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Mar 2006
Peppe wrote:
Empezar wrote:
actually 512x384 is enough

and scr_centersbar 0

Ye I counted with a resolution people USE ;P

ehh... it wouldn't suprise me if 512x384 is a much more common used conres than 640x480
2006-04-28, 11:45
Member
43 posts

Registered:
Apr 2006
bandog wrote:
Mev can u send me / post url to those weapon models matey.
They are sweet, tenenbrae looking ones :p
I want.

Thanks mate.

made some links
http://web.telia.com/~u09001168/weaponmodels.rar
http://share2net.com/?id=97508371
2006-04-28, 16:56
Member
151 posts

Registered:
Feb 2006
cheers mev ur a diamond m8 :p
bd
2006-04-28, 20:38
Member
151 posts

Registered:
Feb 2006
hehehehahhahaha

just realised i hadn't included correct hud cfg in my cfg package....but thats updated now if anyone has downloaded and found it dont work.
also hud cfg code on page 6 is incorrect

sorry for any inconveniance or whatever

heh
bd
2006-04-28, 22:18
Member
10 posts

Registered:
Apr 2006
vleesch wrote:
Peppe wrote:
Empezar wrote:
actually 512x384 is enough

and scr_centersbar 0

Ye I counted with a resolution people USE ;P

ehh... it wouldn't suprise me if 512x384 is a much more common used conres than 640x480

ye i'm using 1024x768 and 512x384
2006-04-28, 23:03
Member
1754 posts

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Jan 2006
weird folks
2006-05-04, 22:55
Member
215 posts

Registered:
Mar 2006
little bit of a crucifiction theme
http://img71.imageshack.us/img71/1696/fte000993uv.th.png

http://img289.imageshack.us/img289/9287/fte00104r2yo.th.png

http://img145.imageshack.us/img145/1633/fte001057bn.th.png
It Takes A Tough Man To Make A Tender Rocketjump
2006-05-05, 02:18
News Writer
2260 posts

Registered:
Jan 2006
wow cool pics purplehaze!!

How did u fix those?
2006-05-05, 07:55
Member
215 posts

Registered:
Mar 2006
hrhrhr running modified MTF progs (elrapido.dat) that allows really fast rounds/unlimited ammo
those are engineer rails
and also using 'sv_maxvelocity 0' so they dont move lol
its cool
middle SS is just a teleport particle effect
It Takes A Tough Man To Make A Tender Rocketjump
2006-05-05, 18:38
Member
200 posts

Registered:
Apr 2006
purplehaze wrote:
that axe is just a skin, i forget who made it but it's here: http://members.shaw.ca/purplehaze1/v_axe_0.png
silver rl is plague , skin found here: http://members.optusnet.com.au/%7eplaguespak2/downloads/silver_v_rock2_0.rar
dunno bout sg

I've made that axe skin. Actually i've just took neogenesis skin for his .md3 model and made it compatible with the original axe model. I did the same thing with the sg skin and looks like the sg on those pics are my skin too.

No need to ask me because i dont have them on my hd, lost everything a long time ago. =/

thx purplehaze for the axe skin.
2006-05-08, 03:50
Member
29 posts

Registered:
May 2006
http://img55.imageshack.us/img55/3553/lordhavocdm3darkplacesqw0ai.th.jpg


I use DarkPlaces with romi's rtlighting pack.

I'm still eagerly awaiting a good per pixel lighting texture set though, Quake 10 Year isn't done yet
2006-05-08, 11:00
Member
60 posts

Registered:
May 2006
Nice Lordhavoc, a relief maps just a normal map right (with a alpha channel as a depth map)? or am I stupid?
2006-05-08, 11:12
Member
29 posts

Registered:
May 2006
Plagued MonkeyRat wrote:
Nice Lordhavoc, a relief maps just a normal map right (with a alpha channel as a depth map)? or am I stupid?

That's one format of them yes, but they don't require normalmapped lighting, they just displace texturing (making grooves and bumps actually look 3D), they just look better in combination with normalmapped lighting
2006-05-08, 12:21
Member
60 posts

Registered:
May 2006
K, whats a deluxe map then? is its something like a hdr... but based off the lights in the bsp/level map rather than a 360 spherical enviro pixel shot to grab the light brightness?

And in darkplaces I've created some quick normal maps based/converted from some b&w bump maps i have. The height/bump I get is rather small when using the _norm suffix. And increasing the r_shadows_bumpmap_bumpscale seems not to effect the normal map, though works really well on the bump maps (_bump suffix). Are my pathetic normal maps due to me been lazy and not building them from highres geometry?

Also does darkplaces use a extra bump map in the alpha channel of my normal maps, say if I wanted to throw a quick and cheap grain effect over a proper normal map? ... hmm while I'm annoying you what -would the effect of using a bump and normal map at the same time or does darkplaces only load one of boys. edit: shit this is a relief map right?
2006-05-08, 20:53
Member
23 posts

Registered:
Mar 2006
playing in ezquake
http://img407.imageshack.us/img407/2696/ezquake0129fx.th.jpg


couple of fte shots <3
http://img407.imageshack.us/img407/8043/fte000119qf.th.jpg

http://img366.imageshack.us/img366/4204/fte000008wi.th.jpg
[@p_jnco]: if you were a nerd bar, youd be king sized
2006-05-08, 21:41
Member
1754 posts

Registered:
Jan 2006
ye right, the screenshot names even say fte000blablaasdf
2006-05-08, 21:58
Member
55 posts

Registered:
Mar 2006
Peppe wrote:
ye right, the screenshot names even say fte000blablaasdf

read again :|
2006-05-09, 01:10
Member
29 posts

Registered:
May 2006
Plagued MonkeyRat wrote:
K, whats a deluxe map then? is its something like a hdr... but based off the lights in the bsp/level map rather than a 360 spherical enviro pixel shot to grab the light brightness?

A deluxemap is an additional lightmap that stores shading directions (the main light source direction at each lightmap pixel) as a normalmap, I have released a pack of id1 deluxemap files on the darkplaces files area, they don't do any good without proper bumpmapped textures though (mostly just makes it darker without them).

Plagued MonkeyRat wrote:
And in darkplaces I've created some quick normal maps based/converted from some b&w bump maps i have. The height/bump I get is rather small when using the _norm suffix. And increasing the r_shadows_bumpmap_bumpscale seems not to effect the normal map, though works really well on the bump maps (_bump suffix). Are my pathetic normal maps due to me been lazy and not building them from highres geometry?

_norm is a normalmap and as such it should be a primarily blue texture, not a greyscale bumpmap, you can render them using various plugins for photoshop and such (nvidia and ati and others make these plugins), so play around with the plugins until you get enough contrast in the normalmap and it should give better results, and yes, rendering from highres geometry gives better results because they can have some very sharp angles in the normalmap, where as bumpmaps are naturally a bit blurred.

r_shadow_bumpscale_bumpmap only affects bumpmap->normalmap conversion, no effect on _norm files.

Plagued MonkeyRat wrote:
Also does darkplaces use a extra bump map in the alpha channel of my normal maps, say if I wanted to throw a quick and cheap grain effect over a proper normal map? ... hmm while I'm annoying you what -would the effect of using a bump and normal map at the same time or does darkplaces only load one of boys. edit: shit this is a relief map right?

Yep, reliefmap.

Note that bumpmaps are automatically converted to reliefmaps in darkplaces at load, but they're often too bumpy and thus a handcrafted reliefmap (with a smooth bumpmap defining only the shapes, and a bumpy normalmap to be nice bumpy lighting) looks best, Kedhrin's Quake 10 Year project is using that kind.
2006-05-09, 11:26
Member
60 posts

Registered:
May 2006
Ta lordhavok, I grabbed the deluxe pack earlier and have just been messing around with some cheap maps. I though I had my normal maps down, must of just had bad/low settings on my plugins.

apologies all for the hijack have some pics to stay on target

DP
http://members.optusnet.com.au/~plaguespak/screenshots/dp_screenie.jpg


FTE
http://members.optusnet.com.au/~plaguespak/screenshots/fte_screenie.jpg


EZ
http://members.optusnet.com.au/~plaguespak/screenshots/ezquake_Screenie.jpg


for EZ the explosions... from memory
r_explosionType "0"
gl_particle_shockwaves "1"
gl_particle_shockwaves_flat "1"
gl_particle_explosions "1"
gl_particle_trail_time "0"
2006-05-09, 13:05
Member
151 posts

Registered:
Jan 2006
give me the cool shit=)
2006-05-10, 07:18
Member
7 posts

Registered:
May 2006
here's mine, nothing fantastic.

FuhQuake

http://www.wotamod.com/Cyper/qw/fuhquake001.jpg
http://www.wotamod.com/Cyper/qw/fuhquake002.jpg
http://www.wotamod.com/Cyper/qw/fuhquake003.jpg
http://www.wotamod.com/Cyper/qw/fuhquake004.jpg

linking do to image size.
2006-05-10, 09:22
Member
626 posts

Registered:
Jan 2006
fte sure looks cool
2006-05-11, 22:28
Member
23 posts

Registered:
Mar 2006
fte pics

http://img122.imageshack.us/img122/8015/fte000354so.th.jpg

motion bluriffic

http://img143.imageshack.us/img143/7536/fte000144na.th.jpg

etf map

http://img143.imageshack.us/img143/2306/fte000227hh.th.jpg

pop
[@p_jnco]: if you were a nerd bar, youd be king sized
2006-05-12, 00:00
Member
68 posts

Registered:
May 2006
i have a pretty simple setup myself... fuh 0.31 675 -> 1024x768 @ 75hz and consize 1:2 and a l33tzor greentrail rocket - scary isnt it =D
http://img86.imageshack.us/img86/6100/fuhquake0053ip.th.jpg
2006-05-12, 00:00
Member
447 posts

Registered:
Jan 2006
vleesch wrote:
Peppe wrote:
ye right, the screenshot names even say fte000blablaasdf

read again :|

Don't bother, peppe has post-itis - a very serious condition that makes you post mindlessly just to gain stats and/or respect from div1 quakers (who naturally read his posts with utter awe).
Teamplay is nothing. Aim is everything. OBEY YOUR AIM

http://img178.imageshack.us/img178/9017/end2ub.jpg
2006-05-12, 07:41
Member
4 posts

Registered:
Apr 2006
Some fuh sw shots... nothing special
http://img143.imageshack.us/img143/9430/fuhfour8zj.th.png

http://img143.imageshack.us/img143/9593/fuhquad3ju.th.png

http://img93.imageshack.us/img93/7918/fuhteam5sm.th.png
2006-05-12, 08:00
Member
1754 posts

Registered:
Jan 2006
ui wrote:
vleesch wrote:
Peppe wrote:
ye right, the screenshot names even say fte000blablaasdf

read again :|

Don't bother, peppe has post-itis - a very serious condition that makes you post mindlessly just to gain stats and/or respect from div1 quakers (who naturally read his posts with utter awe).

PLease ui, don't use every thread to flame me, be on topic sometimes k?

This is my new freestyle-map:
http://img103.imageshack.us/my.php?image=pfreeestyle15ac.jpg
http://img103.imageshack.us/my.php?image=pfreestyle26vo.jpg
2006-05-12, 08:49
Member
447 posts

Registered:
Jan 2006
Qvr wrote:
Some fuh sw shots... nothing special

I'm surprised to see how many people are using small consize. Having a consize half of the game resolution makes things a lot easier to read. Oh, and nice nicks on screen #3

Edit: Err. Consize _IS_ changeable in SW aswell, right? In... some... way? (Why would you want to play in 640x480 sw?
Teamplay is nothing. Aim is everything. OBEY YOUR AIM

http://img178.imageshack.us/img178/9017/end2ub.jpg
2006-05-12, 09:20
Member
4 posts

Registered:
Apr 2006
ui wrote:
I'm surprised to see how many people are using small consize. Having a consize half of the game resolution makes things a lot easier to read. Oh, and nice nicks on screen #3

Edit: Err. Consize _IS_ changeable in SW aswell, right? In... some... way? (Why would you want to play in 640x480 sw?

, consize isn't changeable in SW in fuh or ez as far as i know. My current desktop won't run GL (Intel 900 Extreme Graphics ) so SW for me, and I prefer 640x480 over 320x240's huge pixeled ugliness...
2006-05-12, 09:27
Member
1754 posts

Registered:
Jan 2006
400x300 works fine, ever tried?
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