07-14-2022, 05:47 PM
(This post was last modified: 11-14-2023, 06:27 AM by ballerburg9005.)
In the past you could simply max out the brightness on the glow textures of the player model, which resulted in good visibility of the enemies, similar to g_fullbrightplayermodels. But since 0.8.5 this "hack" stopped working. Unfortunately this means that the player model would often be unnaturally dark only with certain maps that were very dark and dimly lit, or in certain maps in certain corners and also mid-air at random.
This is because the lighting of video game maps is not always very plausible. For example, light might be generated out of thin air, then suddenly stop at 2 meters distance. The geometry somehow may cast extreme shadows on player but not really on ground & walls. The light and subsequent shadowing may not only come from discernible sources like windows/lightbulbs but from invisible sources as well, which makes shadows sometimes act like a cloud / fog that can engulf players. Consequently player visibility might vary unpredictably and can go contrary to what one could expect with plausible lighting inside the map.
The only real solution against this problem is to use this pk3.
What had to be added new for 0.8.5 was the scripts/player_ignis.shader file, where rgbgen is set to identity (thanks Julius). I also switched glow color and shirt color textures, so it won't flip colors on certain servers that override player models to megaerebus.
Put the pk3 file into the Xonotic/data/ folder and then simply set the following cvar to use the model:
_cl_playermodel "models/player/ignismasked.iqm"
zzzzzzzzz-ignisglow.pk3 (Size: 1.69 MB / Downloads: 22)
Brought to you by ⚡⚡ EXTREME VOLTAGE.
This is because the lighting of video game maps is not always very plausible. For example, light might be generated out of thin air, then suddenly stop at 2 meters distance. The geometry somehow may cast extreme shadows on player but not really on ground & walls. The light and subsequent shadowing may not only come from discernible sources like windows/lightbulbs but from invisible sources as well, which makes shadows sometimes act like a cloud / fog that can engulf players. Consequently player visibility might vary unpredictably and can go contrary to what one could expect with plausible lighting inside the map.
The only real solution against this problem is to use this pk3.
What had to be added new for 0.8.5 was the scripts/player_ignis.shader file, where rgbgen is set to identity (thanks Julius). I also switched glow color and shirt color textures, so it won't flip colors on certain servers that override player models to megaerebus.
Put the pk3 file into the Xonotic/data/ folder and then simply set the following cvar to use the model:
_cl_playermodel "models/player/ignismasked.iqm"
zzzzzzzzz-ignisglow.pk3 (Size: 1.69 MB / Downloads: 22)
Brought to you by ⚡⚡ EXTREME VOLTAGE.
Visit our clan website: http://extreme.voltage.nz/