IdGamma version 1.2d
Contents
Section 1 *** introduction
Section 2 *** Installation
Section 3 *** running the program
Section 4 *** recommendations
Section 5 *** known problems
Section 6 *** Version Differences
Section 7 *** disclaimer
Section 8 *** credits and e-mail
Section 1 *** Introduction
---------------------------
-IdGamma was written and tested for quake 1, quake 2 and Hexen2
-At the moment, the Nvidia OpenGL Beta 2 drivers do support Gamma correction,
but the quality of the textures in QLQuake drops rapidly as the brightness is
increased.
-This program simply replaces the original ID palettes with brighter colors.
No files are modified, a pak file is added to your pak file directory.
You can set the Quake2 default intensity
-Intensity: how bright everyting is
1 = ( original ) 1.4 is more bright
This variable works just like the quake2 intensity command
except you have added options (see allow saturation below)
-gamma: how light everyting is
1 = ( original ) .9 is lighter
when combined with the intensity command you can have effects
like the gama setting in the non-gl versions of your id game
-for quake 2
You can change the gl_modulate. (another way of making things brighter)
1=original? 2 is brighter
-You can set the saturation level
1 NO saturation means that no colors are replaced with white
(this option is my favorate for quake2)
2 LITTLE saturation, this means that no colors are replaced with white
but blend towards white more, but also more gradually toward white
(this option is best when using intensity > 2 for quake2)
3 Some saturation means only colors that are close to white
get replaced with white
4 Allow saturation, when set, the intensity works exactly like the
intensity variable in quake 2
-You can leave fullbright colors alone
(fullbrights are colors that are bright no matter what the lighting level is)
(examples of fullbrights are explosions and fire)
(for quake 2 fullbrights are now only colors used in fire & explosions)
(I added option this because when using a Gamma > 1.7 some fullbrights
can become pale)
-By trying different values you should be able to get your id game
to look just the way you want!
See Optimal settings in section 4 (recomendations) below
-This program was optimized using a PCI viper v330 Riva 128 with
official nvidia beta 2 release drivers, under windows 95
Section 2 *** Installation:
---------------------------
-unzip "idgamma.zip" into the directory containing your pak files.
example directories are "C:\QUAKE\ID1" "C:\HEXEN2\DATA1" "C:\QUAKE2\BASEQ2"
-create a shortcut on your desktop to IdGamma.exe
( this is so you can try different values quickly )
Section 3 *** Running the program:
---------------------------
-use the shortcut created, or at the dos prompt, type idgamma
-The program prompts you for the variables and shows you the last values you
used see section 1 introduction and section 4 Recommendations
for details on variables above for details on operation.
-You must reload the first map in quake 1 and Hexen 2
(see section 6 problems for details)
Section 4 *** Recommendations
---------------------------
-Try using the default settings first, then adjust 1 variable at a time to look at the differences
- check out web my web site for Ideal configurations (updated often)
-in quake2 a gamma of 8 reduces color distortion (green spots on your hand with blaster)
(this gamma should stay around 8, no matter what else you set)
- Allow saturation
If you want to optimize for skin tones, set saturation to 1 or saturation 2 (quake 2)
If you want to optimize for the sky in quake 1, set saturation to 4
Saturation of 3 is a compromize between the two levels.
Section 5 *** How this program works.
---------------------------
-Idgamma creates a pak file in your pak file directory
(ID1 for quake, Baseq2 for quake2, and data1 for hexen2)
This pak file contains a modified palette that is read by your game each time it is loaded.
-Palett.lmp consists of 256 colors,
each color has 1 byte for Red, 1 byte for green, and 1 byte for blue
each byte goes from 0 to 255
0 is darkest and 255 is lightest
-from here on r stands for red g stands for green and b stands for blue
so rgb means red green blue
-Intensity makes everything brighter
the rgb values are multiplied by intensity
Intensity of 1.4 makes every thing 1.4 times as bright
a good range of values would be between 1.4 & 2
-gamma makes things lighter by adding white to each color
good values are between 0.8 and 1
-this program was written in dos basic, IdGamma.BAS
and uncommented source code is included in IdGamma.zip
Section 6 *** Known Problems.
---------------------------
-every time you start glquake of glhexen you must reload the first map you use
to get a brighter picture, this problem is especially annoying when
running glquakeworld. (note: you only have to do this ONCE
for every time you start the game.)(If you let a demo run in glquake 1
(you don't need to restart the first map.)
-Idgamma is not compatable with Gamelaunch. You will have to modify
your seperate configurations yourself.
-Idgamma may have strange lighting effects on a voodoo card.
Section 7 *** Version Differences
---------------------------
Version 1.2d 3-July-1998
Added Compatility with Quake 2 Version 3.17
Version 1.2c 29-May-1998
Added Compatility with Quake 2 Version 3.15
Version 1.2b 20-May-1998
Fixed bug for when idgamma was run on a directory where there was no
autoexec.cfg or no config.cfg
Updated this file to include problems with gamelaunch (Section 6)
Version 1.2a 18-May-1998
Fixed bug where idgamma was not removing the line gl_modulate
from config.cfg and autoexec.cfg properly
Version 1.2 17-May-1998
Added Idgamma_faq.txt to zip file
Explosions now brighter.
Replaced option 1 (allow some saturation a) with (allow no saturation).
Improved algorithm for grey colors in Allow saturation options 1 and 2
Added ability to read external file for Optimal inputs (can be downloaded separately)
Improved in user interface
Added command line so that you can automatically load optimal settings without user inputs.
it Now directly modifies Ref_gl.dll, config.cfg and autoexec.cfg files.
Version 1.1 9-May-1998
Added optimized algorithm for intensity > 2 (inserted option 2 of allow saturation)
For quake2, fullbrights now only include colors used in flames & explosions.
Eliminated bug when entering 1 for intensity, caused program to fail
Thanks to voodoovixen for pointing this out.
Version 1 8-May-1998
Before version 1, I had a limeted use utility called palette that worked for glquake only.
It worked fairly well, but was hard to use.
Section 8 *** Disclamer, Credits and e-mail:
---------------------------
-Usage of the this archive is at your own risk. I accept NO responsibility
for any form of damage or lost files incurred through the usage of
this archive.
Section 8 *** Credits and e-mail:
---------------------------
My thanks to the following:
Nvidia for the great but annoying Riva128
I shouldn't complain, I bought the card for 2d ;)
Tom of Tom's Hardware Guide for his "Mr Ugly" review
ID for Quake
Thanks also go to those of you who gave me suggestions for this
version.
And especially Wynsen Vlagsma
( for giving me the idea of changing palette )
and for various posts under the name StaTaQue
(for a more complete listing of the credits goto http://dimension128.smartcom.net/idgamma/credits)
Look for me on the riva discussion boards.
Bill
farmer@esslink.com