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[IMPROVEMENT] Unlock r_ambientScale for better visualization on entity models

Open Sol1vaN opened this issue 1 month ago • 2 comments

Hi,

This petition try to find the best image quality without ruin the dynamic range of colors, but helping us to see clearly the enemies on dark maps.

r_ambientScale can be targeted between safe range, like 0.6 to 4

I mean: We can raise r_gamma, r_intensity, r_mapOverBrightBits and r_overBrightBits, but doing this we just only making the dark colors are lighter at the same time lighter colors looks flat and terribly dull, I don't want this.

And don't want to use cg_forceColors, cg_forceModel, cg_enemyColors and cg_enemyModel I want to see every enemy model in the game. Is beautiful to see all the differents sounds, enemies, voices in massive matches, and see it on online is magnificent.

I noticed some maps were maded to be dark, some others not. Even there's some maps have specific darken zones, like q3dm3

DEFAULT MODE

r_gamma 1
r_intensity 1
r_ambientScale 0.6
r_overBrightBits 1
r_mapOverBrightBits 2

Image

WASHED OUT MODE

r_gamma 1.3
r_intensity 1
r_ambientScale 0.6
r_overBrightBits 1
r_mapOverBrightBits 2

Image

R_AMBIENTSCALE 4 MODE

r_gamma 1
r_intensity 1
r_ambientScale 4
r_overBrightBits 1
r_mapOverBrightBits 2

Image

even on brighten zones, r_ambientScale helps to see enemies more clearly

DEFAULT MODE

r_gamma 1
r_intensity 1
r_ambientScale 0.6
r_overBrightBits 1
r_mapOverBrightBits 2

Image

R_AMBIENTSCALE 4 MODE

r_gamma 1
r_intensity 1
r_ambientScale 4
r_overBrightBits 1
r_mapOverBrightBits 2

Image

Here's another example, with a custom map. pandoras map

DEFAULT MODE Image

WASHED OUT MODE Image

R_AMBIENTSCALE 4 MODE Image

Sol1vaN avatar Nov 02 '25 04:11 Sol1vaN

In-game model visibility is a mod responsibility so if mod developers decide that you should not use e.g. bright models for some reason - you must respect that. Moreover: in baseq3a during SP bright models are forcefully disabled to match VQ3 aesthetics

ec- avatar Nov 02 '25 13:11 ec-

mods can touch r_ambientScale for what i know, this cvar is exclusively restricted by the engine OSP mod for example, simply have cg_forceColors, cg_forceModel, cg_enemyColors and cg_enemyModel cvars to touch like i sayd, this is for making to see better enemies without ruin the aesthetics

but like always you says, this or that broke mod compatilibity is very sad

Sol1vaN avatar Nov 02 '25 13:11 Sol1vaN