Tremulous Forum
Media => Mapping Center => Topic started by: gareth on April 04, 2007, 04:38:33 pm
-
I packed the textures from here:
http://phalanx.planetunreal.gamespy.com/texturespitores.htm#
into a pk3 for you use.
http://www.gs.javaunlimited.net/res/pitores.pk3
why? they look nice 8) and most people have good enough cards to handle them i guess, at least with texture compression on.
i may run out of bandwidth at any time, so please mirror.
-
any screenshots? :)
(Of them in TREMULOUS).
-
Interesting set, it might not hurt to give it a try somewhere in the future :)
-
any screenshots? :)
(Of them in TREMULOUS).
for you, of course:
(http://img73.imageshack.us/img73/632/textrn5.jpg)
-
Your screen seems bugged. look at the egg and the light on wall behind it
-
what's the command for drawing the void as a different color?
-
what's the command for drawing the void as a different color?
http://tremmapping.pbwiki.com/Starting%20Tremulous%20Mapping#IngameMappingCommands
r_clear 1
Really people, we aren't working on that wiki for nothing. Most you'll ever need is on that single page anyway.
-
I've got that guide bookmarked and it's the first thing I look at, I'm suprised I missed that. Thanks.
-
And does one use those things on a pure server? :)
-
And does one use those things on a pure server? :)
One does not. :wink:
-
Hello. :)
(...) so please mirror.
http://maps.bricosoft.com/pitores.pk3
Thanks !
-
I am currently using this in my map Tumbo Manufacturing Plant 7.
-
I am currently using this in my map Tumbo Manufacturing Plant 7.
great, you might want to cut them down to halfsize though to get better fps on low end systems, thats what i ended up doing. :P
-
I am currently using this in my map Tumbo Manufacturing Plant 7.
The aliens managed to infest a gun factory? :wink:
-
512x512 should be fine
low end systems (and most of the non low end ones) cant tell the difference
-
I am currently using this in my map Tumbo Manufacturing Plant 7.
great, you might want to cut them down to halfsize though to get better fps on low end systems, thats what i ended up doing. :P
That's what r_picmip is for on those low end systems :o
Unfortunately, until someone gets negative picmip settings to work, once the textures have been dumbed down for crappyend systems, those of us with real computers are stuck with ugly low res textures 8) :wink:
-
512x512 is hardly ugly and low-res ;) .
-
Thx for packing this Gareth.
-
I am currently using this in my map Tumbo Manufacturing Plant 7.
The aliens managed to infest a gun factory? :wink:
Well they managed to infest everything else.
-
Who knows which cvar can reduce that blurry effect on textures when looking at them from some distance? Tried many (and many values) and couldn't see any improvement...
(http://img179.imageshack.us/img179/5286/blurda3.jpg)
-
That's mipmapping in action, if I recall correctly. In the shader you can turn off mipmapping with "noPicMip".
-
you need to enable ansitropic filtering, from the driver control panel. or the tjw backport has a menu option, but it doesnt say what level it applies.
-
r_ext[tab]
anisotropic filtering 1
max anisotropy 16
random fact from 2006:
ati cards cant handle textures larger than 2048x2048
and 4096x4096 for nvidia cards
-
r_ext[tab]
anisotropic filtering 1
max anisotropy 16
I found in the SVN these two variables: r_ext_texture_filter_anisotropic and r_ext_max_anisotropy, but it seems they are not recognized by the game ("unknown command") and will not show using r_ext[tab]; of course I can define them by using the /set command, but they will have no effect as they are not recognized.
Weird...
Edit: they can be changed via menu in tjw mod and some Risujin's mods too, but I don't notice any effect too.
-
r_ext[tab]
anisotropic filtering 1
max anisotropy 16
I found in the SVN these two variables: r_ext_texture_filter_anisotropic and r_ext_max_anisotropy, but it seems they are not recognized by the game ("unknown command") and will not show using r_ext[tab]; of course I can define them by using the /set command, but they will have no effect as they are not recognized.
Weird...
Edit: they can be changed via menu in tjw mod and some Risujin's mods too, but I don't notice any effect too.
you need a newer tremulous.exe (or whatever the linux one called)
I think tjw's may have
btw auto completion is weird sometimes ... you see commands that are not available and set them. (because they are in the cfg file?)
-
I only use latest available programs/mods/maps/qvms. Last tjw's backport is this old one from february... http://tremulous.tjw.org/backport/win32/tremulous.exe
Those cvars are on SVN from long time (since rev. 778 ?), but not working here as I said. I don't need to use them at all, so I will ignore this trouble :P
you see commands that are not available and set them. (because they are in the cfg file?)
This specially happens when you change server QVM to some that doesn't have cvars you set in server.cfg using "seta" or "set"; they are registered in autogen.cfg and can be adjusted even if the QVM don't recognize it.
-
I use my own version (latest ioq3+trem [size=0]+ bloom + reflective water + bump maps[/size])
but I can not release it because it alters pure check