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Quake 3 Forum
how the f do i get rid of map shadows
(
11 comments
)
( Forum: Q3)
Posted by
oreozz
@ 02:02 BST, 2 July 2012 -
iMsg
it makes the maps look ugly
3243 Hits
<< prev Q3 thread
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next Q3 thread >>
<<
Comment #1 @ 02:06 BST, 2 July 2012
>>
(
Link
,
Reply
)
By
oreozz
http://i.imgur.com/rPf5K.jpg
<<
Comment #2 @ 02:51 BST, 2 July 2012
>>
(
Link
,
Reply
)
By
ins
vertexlight + fullbright
<<
Comment #3 @ 07:02 BST, 2 July 2012
>>
(
Link
,
Reply
)
By
oreozz
- Reply to
#2
have vertexlight on, fullbright not needed in ql tho!
<<
Comment #4 @ 09:26 BST, 2 July 2012
>>
(
Link
,
Reply
)
By
Earthsea
I would like to know this as well.
<<
Comment #5 @ 10:04 BST, 2 July 2012
>>
(
Link
,
Reply
)
By
horf
1) vertex 0 + fullbright 1
2) vertex 1 + fullbright 0 + mapoverbrightbits 10 + mapoverbrightcap 70-200
<<
Comment #7 @ 14:15 BST, 2 July 2012
>>
(
Link
,
Reply
)
By
oreozz
- Reply to
#5
ty
vertex1, fb1
ignorehwgamma 1 for the flatter colors(0 makes a brighter enemymodel but it fucks desktop colors on crashes/2nd monitor/tabbing when you dont want to wait 2 secs for alt enter/etc)
[img]http://i.imgur.com/Q4nZG.jpg[/img]
Edited by oreozz at 14:30 BST, 2 July 2012
<<
Comment #8 @ 11:12 BST, 24 July 2012
>>
(
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,
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)
By
horf
- Reply to
#7
are you using cnq3?
<<
Comment #10 @ 07:58 BST, 25 July 2012
>>
(
Link
,
Reply
)
By
oreozz
- Reply to
#8
ye
<<
Comment #11 @ 13:01 BST, 25 July 2012
>>
(
Link
,
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)
By
horf
- Reply to
#10
If you're using 1.47beta you can mess with r_maplightbrightess and r_maplightcolor when you have r_vertexlight 0 and r_mapoverbrightbits 10
<<
Comment #6 @ 11:18 BST, 2 July 2012
>>
(
Link
,
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)
By
tony
thats quake3
3%
<<
Comment #9 @ 11:43 BST, 24 July 2012
>>
(
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)
By
Xsi
- Reply to
#6
no shit Sherlock
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