User:SirYodaJedi/Porting Quake DM maps to Deathmatch Classic
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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
Contents
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: simulating visleaf-based ambient sounds for water and sky
Ambient sounds
The following entities emit ambient sounds, which should be replicated with ambient_generic:
Other entities
info_notnull
- info_targetmisc_explobox
ormisc_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.func_dm_only
- trigger_teleport