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Has anyone tried and had any luck disabling texture filtering in this game? I really just prefer to see all the pixels in any FPS I play whether it's true to original behavior or not. Google is just turning up a few results relevant to more recent Unreal engines, I've tried putting these lines in a few places in both Default.ini and System.ini and it doesn't seem to do anything:

HighResTextureSmooth=False
LowResTextureSmooth=False
NoFiltering=True

Playing in 1920x1080 using the widescreen patch on pc gaming wiki, so I assume it's using the nglide driver, although the ingame video menu is saying 3dfx.

Addendum:
Clued in by a post on Oldunreal.com I figured out you can hit tab to bring up the "chat/console" and type:
set actor bnosmooth true
and it achieves the effect I want on character models, but "set texture bnosmooth true" seems to be disabling smoothing for the lighting rather than the textures themselves (smooth lighting goes to large square blocks of light, textures remain filtered).
Post edited October 03, 2020 by exmortis00
This question / problem has been solved by lukavukicimage
avatar
exmortis00: Has anyone tried and had any luck disabling texture filtering in this game? I really just prefer to see all the pixels in any FPS I play whether it's true to original behavior or not. Google is just turning up a few results relevant to more recent Unreal engines, I've tried putting these lines in a few places in both Default.ini and System.ini and it doesn't seem to do anything:

HighResTextureSmooth=False
LowResTextureSmooth=False
NoFiltering=True

Playing in 1920x1080 using the widescreen patch on pc gaming wiki, so I assume it's using the nglide driver, although the ingame video menu is saying 3dfx.

Addendum:
Clued in by a post on Oldunreal.com I figured out you can hit tab to bring up the "chat/console" and type:
set actor bnosmooth true
and it achieves the effect I want on character models, but "set texture bnosmooth true" seems to be disabling smoothing for the lighting rather than the textures themselves (smooth lighting goes to large square blocks of light, textures remain filtered).
Hi, I'm using dgVoodoo and the console commands seem to work fine in direct3d mode. However if you download dgVoodoo there is an option in the DirectX tab to force point sampled texture filtering achieving the effect you want. There is also the DirectX11 renderer that has this feature but it is still in development.
I'll mark that as solution since I reckon it's as good as it's gonna get for now, unfortunately if you force point sampled in dgvoodoo it also applies that to the lights. So it seems like the best option is to use dgVoodoo direct3d but leave filtering on App Driven and then set a bind like this:

set input p set texture bNoSmooth true | set actor bNoSmooth true

(the pipe doesn't show up in the game font but it does work)
And then you have to hit P on every new zone load. Bit ridiculous but it does leave the smooth lights.

Thank you!!!
Post edited October 04, 2020 by exmortis00
avatar
exmortis00: I'll mark that as solution since I reckon it's as good as it's gonna get for now, unfortunately if you force point sampled in dgvoodoo it also applies that to the lights. So it seems like the best option is to use dgVoodoo direct3d but leave filtering on App Driven and then set a bind like this:

set input p set texture bNoSmooth true | set actor bNoSmooth true

(the pipe doesn't show up in the game font but it does work)
And then you have to hit P on every new zone load. Bit ridiculous but it does leave the smooth lights.

Thank you!!!
Even better, replace W=MoveForward in User.ini with:
W=MoveForward | set texture bNoSmooth true | set actor bNoSmooth true