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Examples of GLQuakes texture filtering options - Quaddicted Different gl_texturemode settings with and without anisotropic filtering enabled in the graphics drivers (some engines have a gl_texture_anisotropy cvar for that) Open the linked full-sized images in tabs and cycle between them to see the differences
Console Commands (Q1) | Quake Wiki | Fandom Note that it is possible to use any console command as a target property by adding a + before the console command This section shall therefore focus on the values specific to the target property line, these can often be determined by the necessary usage of - before the target command
Quake Lightmaps - project log Lightmaps were a big innovation when they first appeared in Quake By precalculating light and shadow, they allowed much more realistic scenes than would have been possible to compute in realtime
Important autoexec. cfg commands for Quake? : r quake - Reddit Important autoexec cfg commands for Quake? I installed Quakespasm by following this guide I recommend using (research about the other commands before adding them to your autoexec cfg): I don't know why the crosshair is disabled by default, +mlook enables the mouselook
Light (map compiling) - Quake Wiki Light is one of the stages of map compiling It calculates lighting and shadows for a bsp file previously generated by QBSP Using the light entities from the entity lump of the bsp file, it precalculates the lighting on each surface in the level, and saves that data as lightmaps in the bsp file
r_fullbright 1 and r_lightmap 1 dont work in vkQuake - GitHub The "r_fullbright 1" and "r_lightmap 1" console commands don't work in vkQuake, these are pretty handy for debugging while mapping I looked around for some alternate commands (like I know the filtering doesn't work with same commands as previously) but couldn't find anything
Quake Console Commands – QuakeWiki This is the complete list of console commands, console variables, and command line parameters for Quake All console commands and variables are identified, documented, tagged, and classified
Is there a way to not have textures blended and blurry in open GL Bilinear filtering: gl_texturemode gl_nearest_mipmap_nearest Trilinear filtering: gl_texturemode gl_nearest_mipmap_linear Those keep the pixel mode while allowing mipmapping over distance to remove the moire effect Personally I prefer gl_nearest_mipmap_linear and force FSAA and anisotropic filtering in the video driver settings
ericw-tools - GitHub Pages It's good for previewing the AO settings -dirtdepth controls the distance tested for occlusion, in quake units You can see at 512+ the palace rooms start to self-shadow -dirtgain controls the intensity of the dirt with an exponential scale while -dirtscale is a simple multiplier