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Optimal Lighting And Brightness / Darkness Settings In Quake
This has come up a couple of times either as direct questions or regarding specific map releases, and probably warrants a discussion thread to offer a guideline or reference point.

How is Quake supposed to look in terms of brightness / darkness / contrast?

While it wasn't so much a problem in the past, it seems that nowadays, with practically everyone using LCD/flatscreens, it can be tricky to determine how to calibrate them for Quake and in consequence how to light a map in a way that works for everybody.

For example, a map that looks fine on one setup may appear very dark on another; or the opposite.
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@dumptruck_ds 
I am talking about one standardised map with a half/dozen differently lit / fogged etc rooms - with an indicated / enforced viewpoint of the room (eg teleport player to immobilised space)
There you proceed room by room to adjust your own settings to be able see what the prompts indicate you should be seeing for that particular room (in this room 1 you should adjust brightness/contrast until the ammo box disapears in the shadown but the zombie on the wall remains visible) etc...

If then mappers + players go through this setup we have a standardized setting that should be quite resilient to different engines and monitors.

It would also invalidate some engines that fuck too much with lighting etc.


It should at the very least be an interesting experiment no ? 
@MrKilles 
I'd be down for this if it was more involved as you describe but not sure you could do different fogs in the same map unless it was a mod like AD. 
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