A quick tip for making an new model for quake. Make sure that the skin dimensions are powers of 2. All graphics cards prefer or need textures in power-of-2 dimensions. The original glquake faced this problem, but has to work with a set of models which did not follow this rule at all. What glquake does is stretches textures up to the next largest power-of-2 size. This makes those skins blurred and isn’t a good use of texture memory. Fitzquake avoids the blurriness by padding oddly sized textures up to the next power-of-2 instead, but the texture memory is still being consumed. Avoid the whole mess by just designing your model correctly from the start – only use power-of-2 sizes.