Originally Posted by
talisa
If you're talking about disabliny texture-filtering to get the crisp pixelated look...
I think ever quake engine should support gl_texturemode in console?
Setting it to gl_nearest_mipmap_nearest Will give you the look of software-quake
Ok, thanks, Im sorry for asking too much questions, but do you know how to ue the shadows from Quakespasm in FTQuake? In Quakespasm they are just normal shadows but in FTEQUAKE they are only blob hadow, Im using r_shadows 1 command.