Light "bloom/overbright" effect

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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Noruen
Posts: 308
Joined: Thu Jan 28, 2010 11:45 pm

Light "bloom/overbright" effect

Post by Noruen »

I'm finding the way how to do overbright effect in my map. Simply case when texture is too much affected by the light and in the cause of it it is too bright and some details are gone. I know, that in my older maps it was possible, but now I suddenly can't reach this effect. Is there some option in light setup, which can tell q3map2 "overbright this texture"?

Thanks.
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: Light "bloom/overbright" effect

Post by obsidian »

I think it's r_overbrightbits 1. Doesn't work in windowed mode. Also check your compile settings some light settings can throw it off to curb the effect down.
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
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