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Old 10-03-02, 02:33 PM   #97
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naw, this is the exact same version that i posted about on 9/26. looks like the front news page is just behind the ball more new high res textures came out yesterday though
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Old 10-03-02, 03:17 PM   #98
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Yeah...too bad I can't seem to get my DOS version of Quake 1 to install on my XP machine.
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Old 10-03-02, 04:42 PM   #99
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What do you guys use to brighten the game up. Surely I'm not the only one with insanely dark game visuals. If you're using IdGamma what are your preferred settings?
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Old 10-03-02, 05:28 PM   #100
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Quote:
Originally posted by Nephilim
Yeah...too bad I can't seem to get my DOS version of Quake 1 to install on my XP machine.
As much as I hate Kazaa, thats where I got it from, you can get it there too if you want, eh, but warez is bad.
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Old 10-03-02, 08:19 PM   #101
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Quote:
Originally posted by Switch
What do you guys use to brighten the game up. Surely I'm not the only one with insanely dark game visuals. If you're using IdGamma what are your preferred settings?
turn on sh_glares and that should provide extra light sources(lamp textures and stuff will now emit more light). additionally, i think this setting is needed for dynamic lighting with your weapon. with sh_glares disabled(the default), the player weapon doesn't seem to be a light source when fired.
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Old 10-05-02, 09:04 AM   #102
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StealthHawk I think u mean "sh_glares"?
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Old 10-05-02, 07:29 PM   #103
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Quote:
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StealthHawk I think u mean "sh_glares"?
yeah, i guess so i'll edit my other posts so as not to confuse people
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Old 10-09-02, 07:27 PM   #104
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q1_bathroom.jpg (tenebrae stuff)

Click it for a high quality and higher res.

I can't see much difference between this and recent Doom3 shots: All bumpmapping, shadows, per-pixel lightening and low-poly (edgy) models.




"everything is modeled very detailed, very high-res and then we build the lower-res off of that and with the new John Carmack Magic adds all the details back in"



They modelled the characters for Doom3 very detailed, and with the "magic of carmack" just made bumpmapping out of it. Difficult to see check the fingers inthis shot.

Bumpmapping is a good thing, dont get me wrong, but it cannot replace everything. In addition to shadows, per-pixel lightening and bumpmapping, characters need to be high-poly count for it to look as real as possible.

Last edited by GamblerFEXonlin; 03-28-04 at 10:57 PM.
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Old 10-09-02, 09:56 PM   #105
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But GamblerFex, due to the nature of DOOM3's lighting, it is most certainly bound to look a good deal better in motion.

Still, you're right...it will look much better with higher polycounts (I would expect noticeably much higher polycounts with similar lighting within about one-two years of DOOM3's release).

Oh, and DOOM3's models still have quite a few more polys than the original Quake...
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