Can I have install HD content in Quakespasm? Also how do I install it? I only find Darkplace stuff.
							
						
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Quakespasm HD ?
				
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Quakespasm doesn't support model replacement textures.Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.
So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...
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... right !
... but Quakespasm supports maps' HD textures:
--> see for example : http://quakeone.com/forums/quake-mod...tml#post158799
In reality Quakespasm supports only .tga textures files (no jpg, gif ...)
The textures should be put in the "texture" folder of the relative mod/map folder.
The textures should be either uncompressed or contained in .pak file (Quakespasm does not read .pk3 archives).
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Randomquake,
I also suggest the Authentic Model pack, which works with all the ports, Quakespasm included:
http://quakeone.com/forums/quake-mod...tml#post164095
The pack includes Skiffy's shambler : http://quakeone.com/forums/quake-mod...tml#post163806
and many other models that look original but are a bit more high-poly.
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If you're talking about disabling texture-filtering to get the crisp pixelated look...
I think ever quake engine which is build on gl-quake should support gl_texturemode in console?
Setting it to gl_nearest_mipmap_nearest Will give you the look of software-quakeLast edited by talisa; 08-03-2016, 02:43 PM..are you curious about what all there is out there in terms of HD content for quake?
> then make sure to check out my 'definitive' HD replacement content thread! <
everything that is out there for quake and both mission-packs, compiled into one massive thread
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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.Originally posted by talisaIf 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
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Sorry but im afraid not... I mainly use darkplaces engine myself.
I do use fteqw engine but only use it for hexen, not for quake....
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But im sure spike (creator of fteqw) can prolly tell you.are you curious about what all there is out there in terms of HD content for quake?
> then make sure to check out my 'definitive' HD replacement content thread! <
everything that is out there for quake and both mission-packs, compiled into one massive thread
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