etqw lighting?


(cloudhalo) #1

hello just wanted to know the command for the indoor lighting, how to increase or decrease it, because outside is good but indoors its somewhat darker. If i increase the light however, so I can see indoors, it will be to bright for outside. The cfg im using if from deathwish but he increased his lighting effects, which i toned\ed down due to the reason i stated above, here is what i have for cfg:
seta com_unlock_maxFPS “999”
seta com_unlock_timingMethod “0”
seta com_unlockFPS “1”
seta com_useFastVidRestart “1”

seta com_showTPS “0”
seta com_showBPS “0”
seta com_showFPS “0”
seta com_allowConsole “~”
seta com_purgeAll “0”
seta com_gpuSpec “0”
seta com_machineSpec “0”
seta com_useBinaryDecls “2”

seta r_megaTilesPerSecond “1”
seta r_megaUpscale “0”
seta r_megaStreamFromDVD “0”
seta r_megaFadeTime “1500”
seta r_megaStreamBlocks “4”
seta r_detailFade “0”
seta r_detailTexture “0”
seta r_imposterFade “80”
seta r_imposterFadeStart “130”
seta r_imposterCutoff “80”
seta r_visDistMult “1.2”
seta r_useThreadedRenderer “2”
seta r_shaderSkipSpecCubeMaps “0”
seta r_normalizeNormalMaps “1”
seta r_shaderPreferALU “1”
seta r_shaderQuality “2”
seta r_useFBODestinationBuffer “0”
seta r_useAlphaToCoverage “0”
seta r_inhibitEXTGPP “0”
seta r_debugArrowStep “120”
seta r_debugLineWidth “1”
seta r_debugLineDepthTest “0”
seta r_skipRefractCopy “0”
seta r_skipDepthAmbient “0”
seta r_useShadowVisDistMult “1.0”
seta r_trisColor “1.0 1.0 1.0 1.0”
seta r_forceLoadImages “0”
seta r_megatexturePreferALU “1”
seta r_shadows “0”
seta r_shadowPolygonFactorMT “0”
seta r_shadowPolygonOffsetMT “-1”
seta r_shadowPolygonFactor “0”
seta r_shadowPolygonOffset “-5”
seta r_offsetunits “-600”
seta r_useDitherMask “0”
seta r_skipAtmosInteractions “1”

seta r_swapInterval “0”
seta r_elevateForceClear “2”
seta r_megaDrawMethod “3”
seta r_softParticles “0”
seta r_useIndexBuffers “1”
seta r_useShadowInfinite “1”
seta r_useShadowFastParallel “1”
seta r_stuffCacheMegs “8”
seta r_skipStuff “1”
seta r_stuffFadeEnd “0”
seta r_stuffFadeStart “0”
seta r_MD5LodScale “1”
seta r_occlusionsMaxFrames “10”
seta r_renderProgramLodFade “1”
seta r_renderProgramLodDistance “0”
seta r_AtmospherePostprocess “0”
seta r_noDoubleAtmosphere “1”

seta image_specularPicMip “-2”
seta image_diffusePicMip “-2”
seta image_bumpPicMip “-2”
seta image_picMip “-2”
seta image_picMipEnable “1”
seta image_detailPower “0”
seta image_ignoreHighQuality “0”
seta image_useBackgroundLoads “1”
seta image_useNormalCompression “2”
seta image_useAllFormats “1”
seta image_useCompression “1”
seta image_roundDown “1”

seta image_filter "GL_LINEAR_MIPMAP_NEA


(Rex) #2

Sorry, but I think the command you are searching for doesn’t exist. Because how should the command know how differentiate between indoor and outdoor? Just an example, would be the 2nd forward spawn on Sewer be classified as indoor or outdoor? If there was one, all pro players also would have used it and you could find it a config somewhere. Never heard of it so far. I even remember one player having a lighting toggle therefor as kind of workaround.

QW has always had the problem of unbalanced lighting, so you have to make a choice either way. Personally I would go for the best view indoors as it can be very dark. On the other hand you have a small disadvantage of outdoor being too bright sometimes. I had my game so bright that I could barely see the deploy model of my turret on Salvage. :smiley: But well, you have to get used to it.

By the way in this forum you can use [ CODE ] [ /CODE ] tags to post your config so it’s better readable. :wink:


(Snotling) #3

You can still assign different lights to different keys and select the light you want to use or tie different values to a number of keystroke for one only key. 2 or 3 values should perfectly do.


(you_is_me) #4

What i have in my binds cfg:
bind “.” “r_brightness 1.80” “” “default”
bind “,” “r_brightness 1.60” “” “default”
bind “-” “r_brightness 1.20” “” “default”

Anyway the lighting is somehow strange for me, will maybe post screenshot later. For me certain objects seems to “glow” like the ground when someone is using the Lighting gun but in an extreme way


(.Chris.) #5

The game can differentiate between indoor and outdoor areas to a certain extent as these areas are defined by the mapper but there aren’t any cvars relating to them.

http://wiki.splashdamage.com/index.php/Portal_Basics


(Dthy) #6

Unsure what you mean, but you could check the r_Brightness and r_Gamma (I know I changed them both)


(Kl3ppy) #7

I would suggest to create a cycle so you can easily switch the brightness/gamma with just 1 button.


(Snotling) #8

Yeah, that’s the best way imo.


(Dthy) #9

That would work. E.g:


bind "<key1>" "toggle r_Brightness 1 1.1"
bind "<key2>" "toggle r_gamma 1 1.7"


(cloudhalo) #10

ye i guess that could work, or i could just get an ips display, lol, ive got crappy hardware.