User:SirYodaJedi/Porting Quake DM maps to Deathmatch Classic: Difference between revisions

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(→‎Liquids: possible fog color?)
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* simulating visleaf-based ambient sounds for water and sky
* simulating visleaf-based ambient sounds for water and sky
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== Other entities ==
* <code>misc_explobox</code> or <code>misc_explobox2</code> - using the [https://web.archive.org/web/20211124081344/https://static1.squarespace.com/static/566d855a841abafcc8ed19c4/t/56c0852e0442623c14e375b9/1455457587965/quake_map_source.zip source MAPs] for b_explob or b_exbox2 (respectively), create a [[func_breakable (GoldSrc)|func_breakable]] with health of 20 and an explosion magnitude of 160.

Revision as of 08:46, 2 July 2024

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This is a draft user page. It is a work in progress open to editing by anyone.
Remember to check for any notes left by the tagger at this article's talk page.

This page covers some oddities about porting Quake I deathmatch maps to Deathmatch Classic. Maps can mostly ported directly with minimal edits, but there are some quirks to work out

Uncompiled map file

Todo: Axial Projection → Valve220

Textures

Todo: porting from WAD2 to WAD3; renaming tool textures

Liquids

Todo: 
  • renaming * to !
  • setting semi-accurate fog color and density
  • WinQuake tints the palette relative to rgb(130,80,50), but only does it half way; perhaps doubling the luma by setting the fog color to rgb(212,171,145) would be more accurate?

Skies

Todo: method using two scrolling func_illusionary entities (via rendercolor)

Lighting

Todo: * light (+ _color) to _light
  • model/sprite based lights (the flame models do exist, but they need to be played back at 1/3 speed)

Sounds

Todo: * recreating ambient_* entities as ambient_generic
  • simulating visleaf-based ambient sounds for water and sky

Other entities

  • misc_explobox or misc_explobox2 - using the source MAPs for b_explob or b_exbox2 (respectively), create a func_breakable with health of 20 and an explosion magnitude of 160.