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Q2PRO-X 1.6 Final by ly

Simplifying map visuals

Q2PRO-X document image

Project author: ly

Patterns, colours and brightness for walls, floors and ceilings.

English edition • Q2PRO-X 1.6 Final by ly • November 7, 2026


Contents

The entries are links: click one to jump to that section.

Visual simplification

Where to find it

Main page

Colors and pattern

Lighting

Interaction with other rendering settings

Console


Visual simplification

Make walls, floors, ceilings, stairs, doors and lifts easier to read during multiplayer games. Only level architecture changes. Players, corpses, monsters, held weapons, pickups, projectiles, armor, health and other models retain their skins, highlights, outlines, bloom and model-group modulation.

Sky, liquids, puddles, particles, beams, contact blood, impact marks, snow, rain and independent AVFX objects retain their own settings. Surface-material layers remain above the simplified architectural base.

The mode works in multiplayer, local games and demos without server changes. It defaults to off. Settings are global across mods and servers and survive a restart.

Where to find it

Online game settings → Visual simplification.
Settings → Video / Renderer settings → Visual simplification.

Both links open the same controls.

Main page

Enable turns the mode on.
Style selects one of six appearances: Solid surfaces; Checkerboard; Grid; Monochrome; Stepped lighting; Floor / walls / ceiling.
Effect strength blends from the original scene at 0% to the full style at 100%. At 0%, none of the mode's lighting or color controls affect the scene.
Colors and pattern opens the palette and pattern controls.
Lighting opens the architectural lighting controls.
Reset settings resets the style, strength, colors, pattern and lighting without changing Enable.

Solid surfaces replace texture detail with a base color while preserving lighting. Checkerboard alternates two colors. Grid draws lines in the second color. Monochrome retains texture detail but removes texture and light color. Stepped lighting quantizes illumination into a chosen number of levels. Floor / walls / ceiling uses separate colors by orientation; walkable slopes count as floors.

Colors and pattern

Only controls relevant to the selected style are shown. Choose named palette colors or set Red, Green and Blue channels from 0 to 255. The palette displays Custom when the channels do not match a named color.

Base color is used by solid, checkerboard, grid and stepped-lighting styles. Second color supplies alternate cells or grid lines. Pattern scale is in world units; grid width is a percentage of cell size. Patterns stay attached to moving doors and lifts, and distant cells blend to reduce shimmer. Separate floor, wall and ceiling colors have their own page.

Lighting

Architecture modulation changes the simplified world's light intensity; 100% uses current illumination without altering model settings.
Lighting contrast changes the difference between darker and brighter areas; 1.00 preserves normal contrast.
Light color controls how much colored lighting remains; 0% is neutral. Monochrome always uses neutral light.
Lighting levels selects the number of steps for Stepped lighting.

Interaction with other rendering settings

Transparent glass and grates retain their opacity and openings. AVFX surface layers such as dampness, vegetation and coatings remain above the simplified base; separate creatures, particles and marks retain their own appearance. Reflections show the simplified architecture and unchanged models. Post-effects can still affect the completed picture.

The mode requires the normal GLSL renderer (gl_shaders 1). Enabling or disabling it prepares the corresponding shaders and may briefly show shader loading. It is a visibility option, not a guarantee of higher performance: AVFX continues to run.

Console

The settings use gl_world_style_*: enable, mode, strength, color channels, scale, grid width, modulation, contrast, light color and levels. Use the console or Cvar Browser for each variable's current value and limits.

gl_world_style_reset resets settings except Enable. gl_world_style_status reports what the mode rendered in the last frame.

Q2PRO-X document image

The map with visual simplification disabled.

Q2PRO-X document image

Simplified map architecture; players and items retain their own appearance.

Q2PRO-X document image

Separate colour controls for floors, walls and ceilings.