Delirium wrote:-you need to nopicmip the sprites/decals it was quite horrid looking at them in bad quality
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noPicMip
This causes the texture to ignore user-set values for the r_picmip cvar command. The image will always be high resolution. Example: Used to keep images and text in the heads up display from blurring when user optimizes the game graphics.
like that which is in the regen spot? there are issues with fog and water i have not solved.. otherwise.. patches and water and fog together.. lol help me out with it and yeah..Delirium wrote:-maybe a slightly colored fog
good idea.. alpha blending required it be done vertex to vertex.. so i might have to rebuild them to cater to that.. hmm another thing i've done once.. but whew.. rusty.Delirium wrote:-indead of 'add'ing the crystals, why not alpha blend them from 1 color to another?
true. the levelshot is a screen reso pic.. always has been.. works fine. 1024x768, whats the preferred dimensions of a levelshot? the rest of them are powers of 2.. 128 256 512 etc...which one isn't? lolDelirium wrote:-you have textures which are not powers of 2, including your levelshot
oops. you got me there lol.Delirium wrote:-you included your texture folder twice
thanks