by jim » Tue Jul 07, 2015 3:26 am
qbism: Not really sure what you mean. Anyway, the way I've done the post process palette effect is kind of slow. Not a good idea to have more than 32 colors with it. The HUD probably changes later, but I try to keep this style with it. Also the blue bars are just decoration...
Optimized the 3 other earlier weapon models for ingame use. Rocket launcher changed and got a sort of M202 look. The grenade and rocket launcher textures don't have any of the little details yet.
Mmm.. Got a pretty retro look with the 16 color palette plus these settings: vid_width 1280, vid_height 800, r_viewscale 0.25, gl_texturemode GL_NEAREST force. This way it will appear like 320x200 resolution scaled up to 1280x800, and the "force" after GL_NEAREST removes the blurring that would otherwise happen with r_viewscale. If change gl_texturemode GL_LINEAR_MIPMAP_LINEAR, without the "force" after forcing the nearest filter, things will look like it's run through a median filter. I could set/force some of these settings with default.cfg or qc. The median filter doesn't work from the cfg, the game needs to be running for it to work, otherwise it looks like crap. I could have some cvar for the texturemodes, and then change the gl_texturemode in qc with the cvar.. uhuh...
zbang!