toneddu2000: I guess it has taken quite some time if I count it back to when I first started experimenting with the GLSL and palette stuff. But really it's crappy looking compared to how this sort of stuff would look like in software. In software one texture pixel is always rendered with one color even if the pixel was bigger than one screen pixel. In GL one texture pixel can have multiple colors/shades, even with GL_NEAREST mode. If I then convert all colors into a palette, there's a good chance that the multiple shades on the texture pixel have some annoying "zebra" patterns, which are quite eye tearing in motion. The more colors in the palette, the more likely there's the errors.
Maybe I should use a software engine, but maybe still a Quake engine, so that I'd get to use the models. Just some of the features I've thought or have already, might not work. I get the feeling that software Quake engines don't have as many extensions for QC as DarkPlaces.
I took a screenshot from WinQuake with my 16 color palette. Grabbed the interesting parts and modified them to look like the things I saw in the shadows...
