PrintScreen has dark gamma

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Kaz
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Joined: Wed Mar 08, 2006 3:43 am

PrintScreen has dark gamma

Post by Kaz »

For some reason, screenshots taken with PrintScreen and then pasted into an image app have what appears to be .9 gamma. I've been using it to take screens of menus and whatnot, where /screenshot doesn't work.

I have an ATI Radeon 9200 se.

Any ideas?
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Foo
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Post by Foo »

Is this a problem? Use the image problem to correct the gamma to 1.1 or so.
Kaz
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Post by Kaz »

It's:

a) annoying
b) results in poorer quality screenshot
AmIdYfReAk
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Post by AmIdYfReAk »

why wouldent you use the ingame Screenshot command?
Kaz
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Re: PrintScreen has dark gamma

Post by Kaz »

Kaz wrote: I've been using it to take screens of menus and whatnot, where /screenshot doesn't work.
Kaz
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Post by Kaz »

Nor does hitting the key it's binded to.
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raw
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Post by raw »

The default screenshot key for Q3 is F11 which is a screenshot in .tga format. If you want it different, you can bind screenshotJPEG to a key or just run /screenshotJPEG.
Kaz
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Post by Kaz »

I'm not trying to be a dick, but please read what I'm saying.

I'm trying to take a screenshot of the main menu, or in-game menu that pops up when you hit esc. The /screenshot and /screenshotJPEG commands don't work with these menus, and therefore I have to use PrintScreen and then paste the image into an image editing app. My problem is that this image has darker gamma than what q3 is set at (1.0). I'd like to know if this is a known problem with my video card, or if there's something I can do about it.
AmIdYfReAk
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Post by AmIdYfReAk »

heh, Quake 3 uses a renderng engine that adjusts the gamma though hardware instead of hardware, So you will get that no matter what unless you use the ingame, that is why i said that, as i am sure why raw said it as well..

you might need to resport to a program like Snag it or sumshit that might be able to Grab the picture out of the Vram.

Good luck.
ek
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Post by ek »

:drool:
Oeloe
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Post by Oeloe »

Your drivers should have a gamma setting for 3D mode. If not, get decent drivers (Omega 3.8.231 or NGO drivers based on the 6.3 Catalyst drivers). ;)
CheapAlert
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Post by CheapAlert »

odd, q3a should be able to take screenshots by bound key. i've took shots of the menu before
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Magnus
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Post by Magnus »

Right. If you use "print screen" durring a running app or program like the Quake games it will end up with a darker or lighter render than what you took the shot of depending on system hardware.

While in the menus you use F12 to take a screenshot not F11. You will not see the text telling you that it took a screenshot, but if you bring down the consol after hitting F12 you will see something like Wrote screenshot/xxx.tga. :icon17:
Uh, well....good luck with that. :shrug:

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Kaz
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Post by Kaz »

Thx for the help. I'll try some of that stuff :]
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raw
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Post by raw »

I just tested and did an F12 at the main startup menu. Here's the screenshot it wrote (of course converted .tga to .png) and the condump.

Code: Select all

Hunk_Clear: reset the hunk ok
...detecting CPU, found Intel Pentium III

------- Input Initialization -------
Skipping check for DirectInput
Joystick is not active.
------------------------------------
----- Client Initialization -----
----- Initializing Renderer ----
-------------------------------
----- Client Initialization Complete -----
----- R_Init -----
Initializing OpenGL subsystem
...initializing QGL
...calling LoadLibrary( 'opengl32.dll' ): succeeded
...setting mode 6: 1024 768 FS
...using colorsbits of 32
...calling CDS: ok
...registered window class
...created window@0,0 (1024x768)
Initializing OpenGL driver
...getting DC: succeeded
...GLW_ChoosePFD( 32, 24, 0 )
...101 PFDs found
...hardware acceleration found
...PIXELFORMAT 7 selected
...creating GL context: succeeded
...making context current: succeeded
Initializing OpenGL extensions
...ignoring GL_S3_s3tc
...using GL_EXT_texture_env_add
...using WGL_EXT_swap_control
...using GL_ARB_multitexture
...using GL_EXT_compiled_vertex_array
...WGL_3DFX_gamma_control not found

GL_VENDOR: NVIDIA Corporation
GL_RENDERER: GeForce 6600 GT/PCI/SSE2/forceSW
GL_VERSION: 2.0.1
GL_EXTENSIONS: GL_ARB_depth_texture GL_ARB_fragment_program
GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_imaging
GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query
GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shadow
GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_border_clamp
GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add
GL_ARB_texture_env_combine GL_ARB_texture_env_dot3
GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two
GL_ARB_texture_rectangle GL_ARB_transpose_matrix GL_ARB_vertex_buffer_object
GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos
GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once
GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color
GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax
GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader
GL_EXT_depth_bounds_test GL_EXT_draw_range_elements GL_EXT_fog_coord
GL_EXT_multi_draw_arrays GL_EXT_packed_pixels GL_EXT_pixel_buffer_object
GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color
GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side
GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_compression_s3tc
GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine
GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod
GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object
GL_EXT_vertex_array GL_HP_occlusion_test GL_IBM_rasterpos_clip
GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square
GL_NV_copy_depth_to_color GL_NV_depth_clamp GL_NV_fence GL_NV_float_buffer
GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option
GL_NV_fragment_program2 GL_NV_half_float GL_NV_light_max_exponent
GL_NV_multisample_filter_hint GL_NV_occlusion_query
GL_NV_packed_depth_stencil GL_NV_pixel_data_range GL_NV_point_sprite
GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2
GL_NV_texgen_reflection GL_NV_texture_compression_vtc
GL_NV_texture_env_combine4 GL_NV_texture_expand_normal
GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2
GL_NV_texture_shader3 GL_NV_vertex_array_range GL_NV_vertex_array_range2
GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2
GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render
GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture
GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
GL_MAX_TEXTURE_SIZE: 4096
GL_MAX_ACTIVE_TEXTURES_ARB: 4

PIXELFORMAT: color(32-bits) Z(24-bit) stencil(0-bits)
MODE: 6, 1024 x 768 fullscreen hz:60
GAMMA: hardware w/ 0 overbright bits
CPU: Intel Pentium III
rendering primitives: single glDrawElements
texturemode: GL_LINEAR_MIPMAP_NEAREST
picmip: 1
texture bits: 32
multitexture: enabled
compiled vertex arrays: enabled
texenv add: enabled
compressed textures: disabled
Initializing Shaders
...loading 'scripts/ztn3tourney1.shader'
...loading 'scripts/ztn3dm1.shader'
...loading 'scripts/wyd-silencer.shader'
...loading 'scripts/raw.shader'
...loading 'scripts/vision.shader'
...loading 'scripts/vision-team.shader'
...loading 'scripts/cyric.shader'
...loading 'scripts/doomer.shader'
...loading 'scripts/wyd-lilith.shader'
...loading 'scripts/saiko_tourney1.shader'
...loading 'scripts/runtfest.shader'
...loading 'scripts/g1zm0_floor.shader'
...loading 'scripts/g1zm0_glass.shader'
...loading 'scripts/g1zm0_wall.shader'
...loading 'scripts/g1zm0_misc.shader'
...loading 'scripts/multiplant.shader'
...loading 'scripts/crt.shader'
...loading 'scripts/g1zm0_skies.shader'
...loading 'scripts/hal.shader'
...loading 'scripts/ra3.shader'
...loading 'scripts/bigra3.shader'
...loading 'scripts/blueinflictsky.shader'
...loading 'scripts/infblood.shader'
...loading 'scripts/inflictpimp.shader'
...loading 'scripts/inflicts_sky.shader'
...loading 'scripts/ra3logo1.shader'
...loading 'scripts/avatar_ra3.shader'
...loading 'scripts/ra3map5.shader'
...loading 'scripts/deathstalker.shader'
...loading 'scripts/mahq.shader'
...loading 'scripts/senn_ra3.shader'
...loading 'scripts/sgtghost.shader'
...loading 'scripts/liquids.shader'
...loading 'scripts/ra3fire2.shader'
...loading 'scripts/sgwdw.shader'
...loading 'scripts/europa_ra3.shader'
...loading 'scripts/fira3.shader'
...loading 'scripts/bloodstone.shader'
...loading 'scripts/bubctf1.shader'
...loading 'scripts/elglight2.shader'
...loading 'scripts/geit3ctf2.shader'
...loading 'scripts/graveyard.shader'
...loading 'scripts/griffin.shader'
...loading 'scripts/impaled_skel.shader'
...loading 'scripts/nkd_taspawn.shader'
...loading 'scripts/oak.shader'
...loading 'scripts/scanctf2.shader'
...loading 'scripts/scanctf2_e8.shader'
...loading 'scripts/scanctf3.shader'
...loading 'scripts/scanctf4.shader'
...loading 'scripts/scandm1ctf.shader'
...loading 'scripts/scanterra.shader'
...loading 'scripts/sock_techlig1.shader'
...loading 'scripts/stb.shader'
...loading 'scripts/casey2.shader'
...loading 'scripts/bastir.shader'
...loading 'scripts/casey.shader'
...loading 'scripts/ctf_q3w.shader'
...loading 'scripts/ctf_unified.shader'
...loading 'scripts/q3w5.shader'
...loading 'scripts/q3w7.shader'
...loading 'scripts/classic2_0.shader'
...loading 'scripts/japanc_q3w.shader'
...loading 'scripts/mrcteleb.shader'
...loading 'scripts/mrcteler.shader'
...loading 'scripts/q3wcp10.shader'
...loading 'scripts/q3wcp11.shader'
...loading 'scripts/q3wcp12.shader'
...loading 'scripts/q3wcp13.shader'
...loading 'scripts/q3wcp14.shader'
...loading 'scripts/q3wcp15.shader'
...loading 'scripts/q3wcp16.shader'
...loading 'scripts/q3wcp2.shader'
...loading 'scripts/q3wcp3.shader'
...loading 'scripts/q3wcp9.shader'
...loading 'scripts/q3wxs2.shader'
...loading 'scripts/q3wcp1.shader'
...loading 'scripts/q3wcp4.shader'
...loading 'scripts/q3wcp6.shader'
...loading 'scripts/q3wcp5.shader'
...loading 'scripts/q3wxs1.shader'
...loading 'scripts/lightningnew.shader'
...loading 'scripts/explode1.shader'
...loading 'scripts/gfx.shader'
...loading 'scripts/tim.shader'
...loading 'scripts/base.shader'
...loading 'scripts/base_button.shader'
...loading 'scripts/base_floor.shader'
...loading 'scripts/base_light.shader'
...loading 'scripts/base_object.shader'
...loading 'scripts/base_support.shader'
...loading 'scripts/base_trim.shader'
...loading 'scripts/base_wall.shader'
...loading 'scripts/common.shader'
...loading 'scripts/ctf.shader'
...loading 'scripts/eerie.shader'
...loading 'scripts/gothic_block.shader'
...loading 'scripts/gothic_floor.shader'
...loading 'scripts/gothic_light.shader'
...loading 'scripts/gothic_trim.shader'
...loading 'scripts/gothic_wall.shader'
...loading 'scripts/hell.shader'
...loading 'scripts/liquid.shader'
...loading 'scripts/menu.shader'
...loading 'scripts/models.shader'
...loading 'scripts/organics.shader'
...loading 'scripts/sfx.shader'
...loading 'scripts/shrine.shader'
...loading 'scripts/skin.shader'
...loading 'scripts/sky.shader'
...loading 'scripts/test.shader'
...loading 'scripts/overkill.shader'
...loading 'scripts/crosshairs.shader'
...loading 'scripts/decal.shader'
...loading 'scripts/bal3scrap.shader'
...loading 'scripts/charon_dm9.shader'
...loading 'scripts/dboxctf2a.shader'
...loading 'scripts/jalt2osp.shader'
...loading 'scripts/mrcq3t4.shader'
...loading 'scripts/mrcq3t6.shader'
...loading 'scripts/newedge.shader'
...loading 'scripts/newedge_pub.shader'
...loading 'scripts/nnk05.shader'
...loading 'scripts/nunukciel04.shader'
...loading 'scripts/ospdm11.shader'
...loading 'scripts/ospdm12.shader'
...loading 'scripts/ospdm5.shader'
...loading 'scripts/ospdm8.shader'
...loading 'scripts/polo3dm4.shader'
...loading 'scripts/purple.shader'
...loading 'scripts/ra3textureset1.shader'
...loading 'scripts/sg_osp.shader'
...loading 'scripts/wnoise.shader'
...loading 'scripts/ospdm12door.shader'
...loading 'scripts/gamma2.shader'
...loading 'scripts/unitooldm3_morpheus.shader'
...loading 'scripts/unitooldm3_bouncefloor.shader'
...loading 'scripts/id_clangdark_ow3.shader'
...loading 'scripts/unitooldm3_teleporter.shader'
...loading 'scripts/unitooldm3_trimlight.shader'
...loading 'scripts/mrd3tourney1.shader'
...loading 'scripts/mrd3dm1.shader'
...loading 'scripts/keditok_tour1.shader'
...loading 'scripts/deadmeat_lights.shader'
...loading 'scripts/deadmeat_liquid.shader'
...loading 'scripts/deadmeat_metal.shader'
...loading 'scripts/deadmeat_objects.shader'
...loading 'scripts/deadmeat_pads.shader'
...loading 'scripts/deadmeat_sky.shader'
...loading 'scripts/deadmeat_tags.shader'
...loading 'scripts/chronic_lights.shader'
...loading 'scripts/chronic_metal.shader'
...loading 'scripts/chronic_models.shader'
...loading 'scripts/chronic_sfx.shader'
...loading 'scripts/chronic_signs.shader'
...loading 'scripts/6+.shader'
...loading 'scripts/slamp.shader'
----- finished R_Init -----

------- sound initialization -------
Initializing DirectSound
locked hardware.  ok
------------------------------------
----- Sound Info -----
sound system is muted
    1 stereo
32768 samples
   16 samplebits
    1 submission_chunk
22050 speed
0xb788060 dma buffer
No background file.
----------------------
Sound memory manager started
Loading dll file ui.
Failed to load dll, looking for qvm.
Loading vm file vm/ui.qvm.
VM file ui compiled to 594408 bytes of code
ui loaded in 1963008 bytes on the hunk
119 arenas parsed
36 bots parsed
--- Common Initialization Complete ---
Winsock Initialized
Opening IP socket: localhost:27960
Hostname: rawbert
IP: 192.168.55.2
Working directory: C:\Games\Quake III Arena
PunkBuster Client: PunkBuster Client (v1.130 | A0) Enabled
PunkBuster Server: PunkBuster Server (v0.993 | A0 C0.0) **DISABLED**
Couldn't write baseq3.
PunkBuster Client: Game Version [Q3 1.32 win-x86 Oct  7 2002]
PunkBuster Client: Not Connected to a Server
Wrote screenshots/shot0000.tga
]\condump proof.txt
Dumped console text to proof.txt.
[lvlshot]http://www.raw-one.com/picz/forum/menu.png[/lvlshot]
Ganemi
Posts: 564
Joined: Thu Apr 21, 2005 12:57 pm

Post by Ganemi »

/con_speed 0
/screenshot
Kaz
Posts: 1077
Joined: Wed Mar 08, 2006 3:43 am

Post by Kaz »

Try it in Team Arena.
Magnus
Posts: 529
Joined: Wed Feb 16, 2005 6:38 pm

Post by Magnus »

Kaz wrote:Try it in Team Arena.
Hmm? F12 nor F11 works in team arena. Odd I figured due to running on the same engine the functions would have been the same.

I'll look into why there is a difference and if there is a single key to take screenshots in Q3:TA.

But at least you can do menu screenshots in Q3A now....heh.
Uh, well....good luck with that. :shrug:

[img]http://i57.photobucket.com/albums/g228/Magnus3204/forumheader.jpg[/img]
pumpkin
Posts: 13
Joined: Sun Jan 22, 2006 6:48 pm

Post by pumpkin »

type these in order in the console


1. r_ignorehwgamma 1
2. vid_restart
3. screenshotjpeg
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