Author Topic: Changing graphics...'thingy'  (Read 4587 times)

A_Total_noob

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Changing graphics...'thingy'
« on: June 16, 2007, 07:24:58 pm »
Hey, heard this a few times, forgot the actual command for it-

What is the console command to make Tremulous look below lowest quality ? Heard it a few times on this forum, but didnt write down what it was at the time.

Oh, and having had activated it, how would I revert to standard graphics ?

Thanks
lawl, people still play Tremulous ?

TinMan

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Changing graphics...'thingy'
« Reply #1 on: June 16, 2007, 07:43:03 pm »
/r_picmip 16
/vid_restart

revert

/r_picmip 0
/vid_restart

You can also use the menus.
Code: [Select]
Linux: ~/.tremulous/base/
Mac: ~/Library/Application\ Support/Tremulous/base/
Windows: C:\Documents and Settings\username\Local Settings\Application Data\Tremulous\base\
NeonPulse
http://neonpulse.net/media/games/tremulous/base/autoexec.cfg

Odin

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Changing graphics...'thingy'
« Reply #2 on: June 16, 2007, 09:41:26 pm »
You can also change the GL rendering modes to render without texture filtering. I had to do this back when I played ET on my old Dell with a PCI NVIDIA Geforce FX 5200 to get a stable framerate over 10.

A_Total_noob

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Changing graphics...'thingy'
« Reply #3 on: June 17, 2007, 10:10:17 am »
Aha - that was it. Thanks TinMan.

Oh, and Odin, if I were to change GL rendering modes, how would I go about this ?
lawl, people still play Tremulous ?

Lava Croft

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Changing graphics...'thingy'
« Reply #4 on: June 17, 2007, 12:49:41 pm »
r_texturemode accepts at least the following three variables:

GL_NEAREST_MIPMAP_NEAREST - Linear filter, no mipmap
GL_LINEAR_MIPMAP_NEAREST - Linear filter, nearest mipmap
GL_LINEAR_MIPMAP_LINEAR - Linear filter, linear mipmap

The first is obviously the fastest setting, but it's also very, very ugly/pixelated/fantastic. Whatever rocks your boat.
The second being the standard setting, bilinear filtering
The third being the high quality setting, trilinear filtering

You can set other modes too, but these three are the most common ones I have used over the years.

IJsje

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Changing graphics...'thingy'
« Reply #5 on: June 17, 2007, 01:39:09 pm »
man glRexParameter says:

                 GL_NEAREST
                           Returns the value of the texture element that is nearest (in Manhattan distance) to the  cen-
                           ter of the pixel being textured.

                 GL_LINEAR Returns  the  weighted average of the four texture elements that are closest to the center of
                           the pixel being textured.  These can include border texture elements, depending on the values
                           of GL_TEXTURE_WRAP_S and GL_TEXTURE_WRAP_T, and on the exact mapping.

                 GL_NEAREST_MIPMAP_NEAREST
                           Chooses  the  mipmap  that most closely matches the size of the pixel being textured and uses
                           the GL_NEAREST criterion (the texture element nearest to the center of the pixel) to  produce
                           a texture value.

                 GL_LINEAR_MIPMAP_NEAREST
                           Chooses  the  mipmap  that most closely matches the size of the pixel being textured and uses
                           the GL_LINEAR criterion (a weighted average of the four texture elements that are closest  to
                           the center of the pixel) to produce a texture value.

                 GL_NEAREST_MIPMAP_LINEAR
                           Chooses the two mipmaps that most closely match the size of the pixel being textured and uses
                           the GL_NEAREST criterion (the texture element nearest to the center of the pixel) to  produce
                           a texture value from each mipmap.  The final texture value is a weighted average of those two
                           values.

                 GL_LINEAR_MIPMAP_LINEAR
                           Chooses the two mipmaps that most closely match the size of the pixel being textured and uses
                           the  GL_LINEAR criterion (a weighted average of the four texture elements that are closest to
                           the center of the pixel) to produce a texture value from  each  mipmap.   The  final  texture
                           value is a weighted average of those two values.

Lava Croft

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Changing graphics...'thingy'
« Reply #6 on: June 17, 2007, 02:46:26 pm »
Too bad 9 out of 10 people won't understand anything of what you posted, Ijsje  :roll:

IJsje

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Changing graphics...'thingy'
« Reply #7 on: June 17, 2007, 03:08:13 pm »
But 7.43 out of 10 will be smart enough to try them all.

Lava Croft

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Changing graphics...'thingy'
« Reply #8 on: June 17, 2007, 03:11:14 pm »
Quote from: "IJsje"
But 7.43 out of 10 will be smart enough to try them all.

Can't argue with numbers!  8)

A_Total_noob

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Changing graphics...'thingy'
« Reply #9 on: June 17, 2007, 03:31:35 pm »
Hmm. I see. Cheers for that.
Ill have a play around with them.
lawl, people still play Tremulous ?

kaziorvb

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Changing graphics...'thingy'
« Reply #10 on: June 17, 2007, 07:15:01 pm »
and 1 out of 10 will try only the first and the last
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Lava Croft

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Changing graphics...'thingy'
« Reply #11 on: June 18, 2007, 12:28:10 am »
Quote from: "kaziorvb"
and 1 out of 10 will try only the first and the last

Hah, that's a nice one!  8)