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>> No.7693440 [View]
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7693440

>>7693226
What was seemingly your first post in this thread was immediately followed by one documenting the inclusion of the overbright functionality. You didn't acknowledge it immediately, so I decided to go by your wording just in case that would resolve the question as to why it looked so bright. That's quite the opposite of obscurantism. Immediately after. you did acknowledge the overbrightness, so any reasonable person would assume that was cleared up.

>Okay. So that's something else to try out since apparently software mode used that

Picture related. Back when D3D was still an option.

>> No.6641896 [View]
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6641896

I hate how the lighting breaks in all maps after a certain update. It's impossible to get a clean 8-bit output.

>> No.6609205 [View]
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6609205

Why did they sell a stand-alone product when you could just download the mod for free?

>> No.6389493 [View]
File: 1.57 MB, 1280x2880, overbright2.jpg [View same] [iqdb] [saucenao] [google] [report]
6389493

>>6389403
No glasses, filtered.
Just look at the transition from the glove to the skin.

>> No.6129806 [View]
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6129806

>>6126961
While not related to the console debate itself, I believe texture filtering has received a bad reputation for the mishandling of textures on PC hardware. A lot of textures are downscaled to accommodate the limitations of 3D accelerators, but this has nothing to do with bilinear filtering.

>> No.6113147 [View]
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6113147

>>6112504
Nah, I like the early days of "texture filtering is the norm now"

>> No.5262735 [View]
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5262735

>>5262373
That clamped lighting ruins it a bit.

>> No.3939354 [View]
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3939354

Reminder to play in software mode.

>> No.3339849 [View]
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3339849

Software mode master race.

>> No.3325201 [View]
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3325201

>>3324220
Speaking of overbright. Half-Life fixed this for acceleration, but it doesn't work on all systems.
Comparison including software mode.

>> No.3120249 [View]
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3120249

Top: OpenGL on a modern computer
Middle: OpenGL with 90's hardware
Bottom: Software mode

I've really missed out by playing Half-Life in OpenGL all these years.

>> No.3076348 [View]
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3076348

>>3076140
>>3076309
Here's the software renderer as proof. Note that it additionally brightens up the weapon model.
Now I understand if it ends up looking like piss, but that's the mapper's fault for using unrealistically tinted sunlight.



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