I was taking some Screenshots in ioq3. I'd like to take some high res .jpg so I can adjust them in photoshop (photoshop doesn't handle .tga).
The resolution I got was something like 640x400 in .jpg
There must be something better. Any ideas anyone ;)
Edited 2.84 hours after the original posting.
Print screen? I use Linux and Gimp+screenshot is pretty well integrated, producing high quality images. Gimp also runs in Windows and Mac OS.
Edited 1.67 minutes after the original posting.
I run windows, gimp is an option to work with the .tga format. I hope someone figured out a way to make HQ Screenshots for photoshop. For my photography it is my to go to program...
Tig Rep. 2422
#4 16 Dec 2020
If you are using ioquake3, you can bind
screenshotJPEG instead - if you really want JPG images. There are a heap of other options you may want to tweak like
r_ext_max_anisotropy "16",
r_picmip "0" and
r_subdivisions "4".
To break out of the 640x480 size, you will need to use r_mode "-1" and r_customheight and r_customwidth (then vid_restart).
My screenshot.cfg (which uses TGA format) is:
cg_useScreenShotJPEG "0"
cg_drawHUD "0"
cg_scorePlums "0"
cg_lagometer "0"
cg_simpleItems "0"
cg_drawIcons "0"
cg_draw3dIcons "0"
cg_drawFPS "0"
cg_drawTimer "0"
cg_drawStatus "0"
cg_draw2D "0"
cg_fov "100"
cg_drawGun "0"
cg_drawCrosshair "1"
cg_drawScores "0"
cg_drawWeaponBar "0"
cg_drawStatusHead "0"
cg_drawWatermark "2"
cg_watermarkSize "24"
com_maxfps "60"
com_hunkmegs "128"
cl_renderer "opengl1"
r_ext_compress_textures "0"
r_ext_compressed_textures "0"
r_ext_multitexture "1"
r_ext_texture_filter_anisotropic "1"
r_ext_max_anisotropy "16"
r_detailtextures "1"
r_texturebits "32"
r_colorbits "32"
r_depthbits "24"
r_customPixelAspect "1"
r_vertexLight "0"
r_lodbias "-2"
r_fastsky "0"
r_drawSun "0"
r_dynamiclight "1"
r_textureMode "GL_LINEAR_MIPMAP_LINEAR"
r_gamma "1"
r_picmip "0"
r_subdivisions "4"
r_ext_multisample "4"
r_fullscreen "1"
r_customheight "1200"
r_customwidth "1600"
r_mode "-1"
vid_restart
That is great. Thanks for sharing Tig.
I'll test this with quake3e and HQ texture pack. Both look very promising ;)
I meant taking a screenshot with Print Screen key which then opens with Gimp automatically. But Tig's solution is clearly the best!
@raspatan hey, that may come of use...
Thanks
OK I just installed quake3e and I am very impressed. I ran into this forum thread
www.gog.com/forum/...es_links_insideand the HQ packs mentioned are... uhh worth mentioning... really worth the download. I also read that you can take
.bmp Screenshots so that I well test for sure.
Edited 28 seconds after the original posting.
Have yet to try the neural packs although AI is definitely the way forward. I worked on my own texture set using AI on and off for some time and some upscales can be surprisingly good. There's still a lot that can be improved but I'm overall quite happy with the results...
ibb.co/mRR0pkbibb.co/Fbc7Xvhibb.co/9Yf7JkHibb.co/WKbZHZTibb.co/Bgn26L7ibb.co/HgnpJcBThe next step would be to get a Wacom pad and some art skills to touch up any shortcomings in texture quality.
The problem is that Q3 isn't designed for widescreen, so no matter the quality of textures it'll still look awful without a widescreen fix. For anyone interested, here's an engine mod I made years ago that started as a way of adding quality of life fixes to Q3 and its many mods:
www.dropbox.com/s/...nlqk/ioq3pp.zipgithub.com/themuffinator/ioq3-ppIt's got that hor+ aspect fix, UI aspect fix (set r_arc_uiMode 1), bloom with colour correction from WolfCam, QL bsp support, entity override dumping and loading to mod map entities and probably a bunch of other things I've completely forgot about. Give it a try if you're curious but be warned I didn't create any documentation for it so it's a case of digging around and finding features/new cvars.
It makes me want to revisit that idea but based on quake3e.
@themuffinator
The weapons in the images look cool. I like the detailed plasma effect on the plasma gun and railgun.
There is also an neural/AI pack for the weapons:
www.moddb.com/mods...a-arcade-assetsHaven't tested it yet. It may solve what you tried to accomplish....
Quake3e with wide-screen works for me.
But note I just came back and it all feels a bit new and this wide-screen is my new normal :D
Edited 25 seconds after the original posting.
After a really intensive searching procedure I found the ioq3pp version of themuffinator and it solved all the issues I found when running std. ioq3, many thanks for that great work! (do you have an donation link? ;)
I have just one point which I could not solve so far:
There are always three annoying warning message when playing on servers (std. Q3 and OSP):
WARNING: server is not allowed to set g_synchronousClients=0
WARNING: server is not allowed to set pmove_msec=8
WARNING: server is not allowed to set pmove_fixed=0
Do you have any hint how to fix that or to suppress these warning messages?
Many thanks for your help!
ps. I am using the ioq3pp version from dropbox www.dropbox.com/s/...nlqk/ioq3pp.zip
@Hu-Ka : Sounds like the server is running a config that has set those values and is trying to push them to you as well.
Two options, ignore or set them on your system too.
If you want to add them, open your q3aconfig.cfg in a text editor and add the following lines:
seta g_synchronousClients "0"
seta pmove_msec "8"
seta pmove_fixed "0"
Unfortunately that was not solving the issue (adding the lines to the q3 config). When I'm running my std. q3 or the Quake3E version, the warning message does not appear, so it's defentely an issue of ioq3pp. Also running a server with my ioq3pp version reports the same warning messages when playing on this server with ioq3pp.
How are you starting ioquake3? Do you have any custom start scripts or batch files? If so, could you please include them.
@Hu-Ka: Turns out there's some strange handling of those cvars from ioq3 engine-side when compiled in standalone mode... which I used for ioq3pp. I should have something brand-new to share in the coming week or so that'll pretty much make ioq3pp redundant, so not worth fixing now.
Edited 1.93 minutes after the original posting.
@themuffinator: That's good news, I'm really looking forward to that. Is it already possible to share the thread/source where I can find the brand new version? I took me a really long time to find your iq3pp version which solved all my issues with ioq3, you should promote it much more. :-)
Thank you for your work so far!
I will make the repo public very soon, just getting documentation sorted and getting some bugs ironed out.
It'll be based on quake3e and serve as a reboot and combination of my previously discontinued (and unreleased) projects.