# Help making Darkplaces look like Software Quake (square particles, no filtering)

**URL:** <https://discuss.quaddicted.com/t/help-making-darkplaces-look-like-software-quake-square-particles-no-filtering/8167>\
**Category:** Quake Engines\
**Created:** [October 23, 2025, 5:43am UTC](https://discuss.quaddicted.com/t/help-making-darkplaces-look-like-software-quake-square-particles-no-filtering/8167 "2025-10-23T05:43:14Z")\
**Posts on this page:** 8\
**Page:** 1

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**Author:** ![Antiriad](https://discuss.quaddicted.com/user_avatar/discuss.quaddicted.com/antiriad/32/1034_2.png) [@Antiriad](https://discuss.quaddicted.com/u/Antiriad)\
**Post date:** [October 23, 2025, 5:43am UTC](https://discuss.quaddicted.com/t/help-making-darkplaces-look-like-software-quake-square-particles-no-filtering/8167/1 "2025-10-23T05:43:14Z")

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Hi everyone 😃

I recently picked up an Oculus Go for a ridiculously low price, just to mess around with Quake in VR — and it actually works great using a Darkplaces-based VR port!

Now I’m trying to make it look as close as possible to Software Quake, just for that old-school vibe.

I’ve already turned off texture filtering, interpolation and tweaked the lighting, but there’s one last thing I can’t figure out:

**How do I get square, non-filtered particles like in the original software renderer?**

From what I can tell, this doesn’t seem to be configurable in Darkplaces (r\_particles, r\_particles\_quality, etc. don’t seem to do it). Maybe it requires a small mod or shader tweak to force particles as hard-edged quads?

Any help or pointers would be super appreciated, thanks!

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**Author:** ![vertigo](https://discuss.quaddicted.com/user_avatar/discuss.quaddicted.com/vertigo/32/979_2.png) [@vertigo](https://discuss.quaddicted.com/u/vertigo)\
**Post date:** [October 25, 2025, 6:27pm UTC](https://discuss.quaddicted.com/t/help-making-darkplaces-look-like-software-quake-square-particles-no-filtering/8167/2 "2025-10-25T18:27:54Z")

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I searched for the list of Darkplaces cvars and [found this list](https://quake.by/tutorials/?id=69) - try `cl_particles_quake 1`

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**Author:** ![Antiriad](https://discuss.quaddicted.com/user_avatar/discuss.quaddicted.com/antiriad/32/1034_2.png) [@Antiriad](https://discuss.quaddicted.com/u/Antiriad)\
**Post date:** [October 25, 2025, 6:46pm UTC](https://discuss.quaddicted.com/t/help-making-darkplaces-look-like-software-quake-square-particles-no-filtering/8167/3 "2025-10-25T18:46:04Z")

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Thank you for your feedback. 🙂

Unfortunately, with this setting the particles look like GL Quake (rounded and filtered), but I’d prefer the square, pixelated style of Software Quake.

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**Author:** ![Spirit](https://discuss.quaddicted.com/user_avatar/discuss.quaddicted.com/spirit/32/6_2.png) [@Spirit](https://discuss.quaddicted.com/u/Spirit)\
**Post date:** [October 26, 2025, 9:02am UTC](https://discuss.quaddicted.com/t/help-making-darkplaces-look-like-software-quake-square-particles-no-filtering/8167/4 "2025-10-26T09:02:06Z")

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Check out [https://quakeone.com/forum/quake-mod-releases/finished-works/9876-software-quake-style-pixely-particles](https://quakeone.com/forum/quake-mod-releases/finished-works/9876-software-quake-style-pixely-particles)

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<div class="post-metadata">

**Author:** ![Antiriad](https://discuss.quaddicted.com/user_avatar/discuss.quaddicted.com/antiriad/32/1034_2.png) [@Antiriad](https://discuss.quaddicted.com/u/Antiriad)\
**Post date:** [October 26, 2025, 9:29am UTC](https://discuss.quaddicted.com/t/help-making-darkplaces-look-like-software-quake-square-particles-no-filtering/8167/5 "2025-10-26T09:29:06Z")

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Wow, thanks so much, that sounds like exactly what I need, I'll test it out tonight! 😃

Playing Quake in VR for only €25 (the cost of the headset) is fantastic. I'll do a summary post in case anyone is interested, including my setup.

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<div class="post-metadata">

**Author:** ![Antiriad](https://discuss.quaddicted.com/user_avatar/discuss.quaddicted.com/antiriad/32/1034_2.png) [@Antiriad](https://discuss.quaddicted.com/u/Antiriad)\
**Post date:** [October 26, 2025, 4:13pm UTC](https://discuss.quaddicted.com/t/help-making-darkplaces-look-like-software-quake-square-particles-no-filtering/8167/6 "2025-10-26T16:13:01Z")

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PK3 works perfectly, thanks again!

I'd like to ask another question… In VR, some texture misalignments in the original maps are more noticeable, like this at the end of E1M3:

 ![dp20251026170150-00](https://discuss.quaddicted.com/uploads/default/original/2X/f/f127349bc60b1e65333bdb00068a6f21248f8c04.jpeg)

…are there any mods or PK3s that fix these small inaccuracies? I've seen mods that fix some bugs in the game, but this map remains unchanged.

Thanks! 😃

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**Author:** ![trifftnix](https://discuss.quaddicted.com/letter_avatar/trifftnix/32/5_e30499b05c07943df9b13d07c8c32459.png) [@trifftnix](https://discuss.quaddicted.com/u/trifftnix)\
**Post date:** [October 27, 2025, 10:15pm UTC](https://discuss.quaddicted.com/t/help-making-darkplaces-look-like-software-quake-square-particles-no-filtering/8167/7 "2025-10-27T22:15:18Z")

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This already was in the original map source and is compiled into the original .bsp

You can try this, just fixed this bit in netradiant-custom and compiled the map:

[e1m3\_fix.zip](https://www.hostize.com/v/ZKzWiVm9AP)

(original map from: [e1m3.map](https://github.com/fzwoch/quake_map_source/blob/master/e1m3.map) / only realigned this texture). Effective change between the original file - once rewritten by netradiant - and what i used to compile the map:

```auto
--- e1m3_orig.map	2025-10-27 22:37:25.733299331 +0100
+++ e1m3.map	2025-10-27 22:38:06.862476945 +0100
@@ -5,7 +5,7 @@
 "sounds" "9"
 "message" "the Necropolis"
 "worldtype" "0"
-"wad" "gfx/wizard.wad"
+"wad" "gfx/wizard.wad;/home/q1/wads/quake101.wad"
 // brush 0
 {
 ( 1424 272 52 ) ( 1424 272 0 ) ( 1424 240 0 ) WSWAMP2_1 0 0 0 1 1
@@ -5415,7 +5415,7 @@
 {
 ( 1372 1024 778 ) ( 1372 992 778 ) ( 1372 992 712 ) WENTER01 48 144 0 -1 1
 ( 1382 992 770 ) ( 1382 1024 770 ) ( 1382 1024 708 ) WENTER01 48 144 0 -1 1
-( 1372 992 778 ) ( 1404 992 766 ) ( 1404 992 700 ) WENTER01 224 32 0 -1 1
+( 1372 992 778 ) ( 1404 992 766 ) ( 1404 992 700 ) WENTER01 208 32 0 -1 1
 ( 1404 1024 766 ) ( 1372 1024 778 ) ( 1372 1024 712 ) EXIT02_2 0 0 0 1 1
 ( 1382 1024 770 ) ( 1382 992 770 ) ( 1372 992 778 ) EXIT02_2 0 0 90 -1 1
 ( 1372 1024 712 ) ( 1372 992 712 ) ( 1404 992 700 ) EXIT02_2 0 0 0 1 1

```

edit: fixed water

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<div class="post-metadata">

**Author:** ![Antiriad](https://discuss.quaddicted.com/user_avatar/discuss.quaddicted.com/antiriad/32/1034_2.png) [@Antiriad](https://discuss.quaddicted.com/u/Antiriad)\
**Post date:** [October 28, 2025, 7:30pm UTC](https://discuss.quaddicted.com/t/help-making-darkplaces-look-like-software-quake-square-particles-no-filtering/8167/8 "2025-10-28T19:30:49Z")

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Thank you so much, it works great !!! (water included) 🤩

Tested on PC because I can't load it from the command line in VR.

I realize I'm asking too much, but it would be possible to create a PK3, or even better incorporate this fix into an existing PK3 that fixes the bugs in the original maps (like KillPixel's z-fixed maps).

It seems strange that no one has done this yet, I guess there's a reason for that.
