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

Uncompiled map file

Blank image.pngTodo: Axial Projection → Valve220

Textures

Blank image.pngTodo: porting from WAD2 to WAD3; renaming tool textures

Liquids

Blank image.pngTodo:
  • 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

Blank image.pngTodo: method using two scrolling func_illusionary entities (via rendercolor)

Lighting

Blank image.pngTodo: * 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

Blank image.pngTodo: simulating visleaf-based ambient sounds for water and sky

Ambient sounds

The following entities emit ambient sounds, which should be replicated with ambient_generic:

Entity WAV file (relative to 🖿/id1/sound/) Volume
ambient_suck_wind ambience/suck1.wav 10
ambient_drone ambience/drone6.wav 5
ambient_fluoro_buzz ambience/buzz1.wav 10
ambient_drip ambience/drip1.wav 5
ambient_comp_hum ambience/comp1.wav 10
ambient_thunder ambience/thunder1.wav 5
ambient_light_buzz ambience/fl_hum1.wav 5
ambient_swamp1 ambience/swamp1.wav 5
ambient_swamp2 ambience/swamp2.wav 5
light_fluoro ambience/fl_hum1.wav 5
light_fluorospark ambience/buzz1.wav 5
light_torch_small_walltorch ambience/fire1.wav 5
light_flame_large_yellow ambience/fire1.wav 5
light_flame_small_yellow ambience/fire1.wav 5
light_flame_small_white ambience/fire1.wav 5
trigger_teleport (if spawnflag 2 not set) ambience/hum1.wav 5

Other entities