--Rq(WIP) id1 @2026-09-08, 12h05m06.87s.png --Rq(WIP) id1 @2026-09-08, 11h59m04.32s.png --Rq(WIP) id1 @2026-09-08, 11h43m07.88s.png
This skin was released just now, here's the link to the Patreon post where you can get it for free:
https://www.patreon.com/mankrip/post...5-hd-168948798
All relevant details are in the Patreon post itself, plus comparison screenshots of HD textures with Retroquad's chiaroscuro lighting, and vanilla textures with Quake's standard MDL lighting.
I'm making this texture to include in the Retroquad engine's next public release. However, while this new material looks better, it will be harder to recolorize through the pants and shirt color selection, because the saturation changes a lot across the brightness levels, and the hue changes a bit across brightness levels too. I'm going to have to reimplement palette shifting in a completely different way from vanilla Quake.
And yes, this is Retroquad's 8-bit indexed color software rendering, with the entire pipeline using only the 256 color indexes from Quake's palette. There isn't any direct color data and there are no color channels being processed at all, just like WinQuake and DOS Quake in 1996. Wholly CPU-driven, zero GPU usage.
This skin was released just now, here's the link to the Patreon post where you can get it for free:
https://www.patreon.com/mankrip/post...5-hd-168948798
All relevant details are in the Patreon post itself, plus comparison screenshots of HD textures with Retroquad's chiaroscuro lighting, and vanilla textures with Quake's standard MDL lighting.
I'm making this texture to include in the Retroquad engine's next public release. However, while this new material looks better, it will be harder to recolorize through the pants and shirt color selection, because the saturation changes a lot across the brightness levels, and the hue changes a bit across brightness levels too. I'm going to have to reimplement palette shifting in a completely different way from vanilla Quake.
And yes, this is Retroquad's 8-bit indexed color software rendering, with the entire pipeline using only the 256 color indexes from Quake's palette. There isn't any direct color data and there are no color channels being processed at all, just like WinQuake and DOS Quake in 1996. Wholly CPU-driven, zero GPU usage.

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