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: * 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.