I was sat at VB2008 And hammer and an old copy of quake (3 inch floppy's) and I thought, "Hey, Why not convert some source maps over to quake"
Well after about 6Hrs work (One day) and about 300 Lines of code I had a program that would turn modern VMF's into the old .map format to be compiled with quake
The only thing the code was really doing was converting ents over to quake friendly ones
Example:
For sun light its like this:
Light_environment ( Source )
Map options ( Quake )
Of course there are a LOT of flaws in this one of the main ones is that Quake cant support models, And the other is that it cant do displacements. Meaning that a lot of the maps are broken
But the main limitation is Quakes:
1) Small area to compile in.
2) The low draw distance.
3) The light maps limit. (64 light maps < Wtf?)
Anyway.
Here is what gm_construct looks like (Note I did some post editing (Getting rid of the white room And texturing))
[img]http://www.benjojo.co.uk/Stuff/quake02.jpg[/img]
[img]http://www.benjojo.co.uk/Stuff/quake03.jpg[/img]
And the Rad compiler I am using keep buggering up the lighting. Dunno a fix. Its just broken
One of the main things that amazed me is how quick the compiler ran
The entire thing was done in less than 2 secs on a:
AMD 4500+ X2
2GB ram
ATI HD4600
Some people will ask why I spent 6 hrs doing this.
Well, Because I could. and it looks pretty cool.
Youtube Video:
[media]http://www.youtube.com/watch?v=iQsF7Vytr_w[/media]
Gotta love quake.
Their* father.
And I thought construct was bad enough already..
Nice work
That's some real eye-candy.
That's fairly awesome actually. :v:
The screen shots you can see here are not showing the bug that the quake engine has.
Draw Distance.
It shows the void if you are more that I think 8000+ units away from something. Its an engine bug.
I see it more as engine limitation, rather than a bug. (Every engine has limits).
[QUOTE=killer89;18389331]I see it more as engine limitation, rather than a bug. (Every engine has limits).[/QUOTE]
I could make a version of the quake engine that had a higher draw distance but to be honest. I cant be bothered.
If anyone can suggest a map that is about the size of gm_construct and want it to be converted to quake just give me a shout.
Do RP_EvoCity2 :v:
[QUOTE=Dlaor;18390777]Do RP_EvoCity2 :v:[/QUOTE]
The max size for the quake engine is just about the size of gm_construct
and even then you have draw distance issues.
Decompile Evocity, select the whole map, drag the corner to downsize it, shit bricks, run it, convert it to quake, shit more bricks at Minievocity. :smug:
[QUOTE=benjojo;18387405]Well after about 6Hrs work (One day) and about 300 Lines of code I had a program that would turn modern VMF's into the old .map format to be compiled with quake[/QUOTE]
What a waste of time. Generally you want to port from quake to source, not the other way around.
[QUOTE=benjojo;18387405]Example:
For sun light its like this:
Light_environment ( Source )
Map options ( Quake )[/QUOTE]
Quake doesn't have support for skybox based lighting, everything is done with light entities. What you just did is set the minimum light level allowed for the entire map, which is why the entire map is fullbright.
[QUOTE=benjojo;18387405]Of course there are a LOT of flaws in this one of the main ones is that Quake cant support models, And the other is that it cant do displacements. Meaning that a lot of the maps are broken
But the main limitation is Quakes:
1) Small area to compile in.
2) The low draw distance.
3) The light maps limit. (64 light maps < Wtf?)[/QUOTE]
Duh Quake doesn't support displacements, it was made in 1996, and displacements are a Valve thing. ID Software used patch meshes in Quake 3, which are far better.
1) Quake has the same grid size as Half-life does, which is 8192^3 (half the size of Source.) which allows for fairly large levels. I don't recall gm_construct taking up 50% of the Source engine grid. The Darkplaces engine (which is a vastly improved Quake engine) supports big maps (the same size as Source at 16384^3)
2) Draw distance can be changed, but in the original Quake engine it's not ideal due to how the renderer works.
3) Quake only supports monochromatic lighting and the light map size is 32x32. It can be changed in the more modern Darkplaces compiler.
[QUOTE=benjojo;18387405]And the Rad compiler I am using keep buggering up the lighting. Dunno a fix. Its just broken[/QUOTE]
It's not broken, it's just you don't know what you're doing. Take the value off you think is the skybox lighting and the fullbright will go away.
Try using Darkplaces and the custom map compiler for darkplaces, they're vastly better.
[url]http://icculus.org/twilight/darkplaces/[/url]
[QUOTE=GiGaBiTe;18394166]
1)What a waste of time. Generally you want to port from quake to source, not the other way around.
2) Quake doesn't have support for skybox based lighting, everything is done with light entities. What you just did is set the minimum light level allowed for the entire map, which is why the entire map is fullbright.
3) Quake has the same grid size as Half-life does, which is 8192^3 (half the size of Source.) which allows for fairly large levels. I don't recall gm_construct taking up 50% of the Source engine grid. The Darkplaces engine (which is a vastly improved Quake engine) supports big maps (the same size as Source at 16384^3)
4) Draw distance can be changed, but in the original Quake engine it's not ideal due to how the renderer works.
5) Quake only supports monochromatic lighting and the light map size is 32x32. It can be changed in the more modern Darkplaces compiler.
6) It's not broken, it's just you don't know what you're doing. Take the value off you think is the skybox lighting and the fullbright will go away.
Try using Darkplaces and the custom map compiler for darkplaces, they're vastly better.
[url]http://icculus.org/twilight/darkplaces/[/url][/QUOTE]
1) It was done as a joke
2) Thanks, But I saw that the map had sun angles so I converted them over, they still dont work.
3) I had to resize gm_construct to fit in the grid
4) If i wanted to take this more advance i would compile my own vesrion of the quake engine.
5) Quake (In OpenGL mode) has a limit to how many lightmaps can be used. It is 64, If you ran it in software you will not get this problem, The fix to this is lowering the skybox to as low as possible.
6) Ill try that compiler now.
You should try to convert some of the HL2:DM maps.
lockdown might be fun in Quake.
That is pretty cool right there.
[QUOTE=laserpanda;18402704]You should try to convert some of the HL2:DM maps.
lockdown might be fun in Quake.[/QUOTE]
I Did try and convert lockdown but there are problems that lead to converting:
1) 70% of lockdown is models
2) There are no ladders in quake
[QUOTE=benjojo;18401949]1) It was done as a joke
2) Thanks, But I saw that the map had sun angles so I converted them over, they still dont work.[/QUOTE]
Whatever "value" you put in to think you made the sun work, remove it. You can't have any sort of sky based lighting in Quake, the engine doesn't support it.
Instead put a bunch of light entities all over the level where you want light and compile that instead.
[QUOTE=benjojo;18403121]I Did try and convert lockdown but there are problems that lead to converting:
1) 70% of lockdown is models
2) There are no ladders in quake[/QUOTE]
Use brushwork as substitutes as models.
Ladders can be faked in Quake by using 1 or 2 unit clip brushes to make something like really tight stairs. Many Quake maps make use of this, unfortunately no decompiler for Quake maps can decompile clip brushes to get an example.
Do flatgrass. :P
[QUOTE=GiGaBiTe;18409600]Whatever "value" you put in to think you made the sun work, remove it. You can't have any sort of sky based lighting in Quake, the engine doesn't support it.
Instead put a bunch of light entities all over the level where you want light and compile that instead.
Use brushwork as substitutes as models.
Ladders can be faked in Quake by using 1 or 2 unit clip brushes to make something like really tight stairs. Many Quake maps make use of this, unfortunately no decompiler for Quake maps can decompile clip brushes to get an example.[/QUOTE]
There is a method of decompiling Quake maps by using a HalfLife 1 Decompiler and change the BSP version.
Its not perfect but works nicely.
And ill try flat grass now. (It will have to be shrunk ALOT)
rp downtown? :D
Holy shit. This is awesome. I wish I could be awesome like that and just program awesome mapping shit.
I envy you.
[QUOTE=i_speel_good;18421746]Holy shit. This is awesome. I wish I could be awesome like that and just program awesome mapping shit.
I envy you.[/QUOTE]
To be honest it is not hard to do this. All my program is doing is changing entities around.
And moving func_details to the world ( Quake cant support them )
Im uploading the quake version of gm_construct if anyone still has quake 1.
The map can be found here:
[url]www.benjojo.co.uk/fp/blank2.bsp[/url]
With a [b]FULL[/b] version of quake put it in the ID1 Folder under maps
then run quake go into the console and type:
[code]
map blank2
[/code]
Youtube video uploaded:
[media]http://www.youtube.com/watch?v=iQsF7Vytr_w[/media]
I might try this with Quake 3.
You should convert HL1 maps to Quake. Probably alot easier with less problems.
[QUOTE=Janooba;18437069]You should convert HL1 maps to Quake. Probably alot easier with less problems.[/QUOTE]
I believe there is a Quake engine or at least a guide on getting a quake engine to read HL1 BSP.
ill find it now..
[url]http://forums.inside3d.com/viewtopic.php?t=1358&sid=f9ed30bd0086c26eb00e05d313e6b250[/url]
[QUOTE=Hemroid_Man;18437483]Technically it's sources great grandfather. Source -> Goldsource -> Quake 2 -> Quake[/QUOTE]
Oh yeth just realised that by looking at this:
[img]http://upload.wikimedia.org/wikipedia/commons/thumb/6/63/Quake_-_family_tree.svg/691px-Quake_-_family_tree.svg.png[/img]
So wait there's lines of code from quake in cod4?
[QUOTE=Wolfie13;18440017]So wait there's lines of code from quake in cod4?[/QUOTE]
Yes in theory
Cod4 Has lines back to quake!
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