In my current project I am trying to achieve such effect (think, gimmick) as limited colors visible on screen at once. As could be seen in... basically every old (<y~2002) game.
That means, no shading and no texture anti-aliasing.
So if the character is created to look like this in MED (shading disabled, everything set to _POINT)...
... it will look the same in-game, without any color change.
Now, to actual problems, questions and steps taken.
1. I have no idea how to disable texture interpolation on map entities (WMB). I've tried adding nofilter flag to these, but it seems to have no effect. How can it be done in A8.10?
2. Using map settings as Sun(0,0,0) + Ambient(192, 192, 192) and material for entities (Ambient(129,129,129); Specular, Diffuse, and Emissive = nullvector), I've got nearly right, shading-less output. But there's something wrong with it. While red remains right (or offset by 1-2) for most colors, green and blue happen to be offset by larger values, even up to 6-10. What is the right way to do this?
3. Is there a way to add 'outlines' (as seen on character image) to level entities? Two methods that I have tried were converting these to MDL's (and manually copying, scaling, and flipping polygons), and adding passable blocks with only one non-"None" surface. While first method takes a while to do, second has side effects.