This is dedicated to documentation of the Quake3_Quake1 mod which makes DarkPlaces/Zircon engine capabilities available for Quake 1 single player/coop mapping using the Quake 3 map format.

Definition files for J.A.C.K. and TrenchBroom are in the process of finalization.

Topics: [Animated Textures] [Curved Train] [World-Sky-Fog] [Func_text] [Models] [Lights] [Switchable Lights] [Tools/References] [Fence/Glass] [Mirrors] [Rotating Doors] [NPC Dialog] [Book Creation] [WIP] (Most recent topic: July 25 2023)

  • Quake3_Quake1 is fully backwards compatible to vanilla 1996 Quake. It is the same as always except with particle torches. All features are optional extra features. [Look]
  • Primary purpose: Q3 map format and DarkPlaces/Zircon extra features. [P1] [P2] [P3] [P4]
  • There are no color limits, resolution limits for textures in Q3 BSP 46 and no hull size limits (collision).
  • Q3 triangle counts are very low. [Q3] Maps compile fast.
  • Models can be compiled into a map, they become part of the geometry of the map. [Walkthru]
  • DarkPlaces/Zircon has a predictive network protocol supporting 255 players (DPP7). (Coop support)

If used with an open source map editor like Trenchbroom, the entirety is open-source from the map editor to the engine.

There are no hardware requirements, high framerates on modest hardware. [Example]

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Func_Text In Quake3_Quake1

Mapping/Technical Tutorial

func text0

The func_text entity type is an easy label that can display text in a map with little effort.

An example of func_text is the Quake3_Quake1 demo map "The Hotel" which has many rooms, their room numbers displayed.

txt1

Inside the map editor, it appears as follows:

txted

Colormod - Alter the color

txtcolorfut

txtcolormod2

Multiline Text With Newline is [p]

txtcolor

Result

txtmult

Clocks

text0


txteditclock

Notes:

  • Digital font setting "text_isdigital" "1". This font is digits only and does not have letters.
  • Angles .. 0 is text on the east side, 90 is text on the north side, 180 is text on the west side and 270 is text on the south side and 33.3 would be northeast favoring east. Any combination of angles in all 3 axis will work.



Curved Path Train (Func_Train / Misc_Mdl_Train)

Curved Path Train (Func_Train / Misc_Mdl_Train)

Mapping/Technical Tutorial

Shows how to make a curved path func_train in Quake3_Quake1 with path_corner entities by setting flag "[2] Train Turn To Face" on any path_corner destination...

Fence Textures, Glass Textures

Fence Textures, Glass Textures

Mapping/Technical Tutorial

An examination of how "fence" textures, transparent textures and alpha transparent entities work using the Quake 3 map format.

It Starts With A Small Flickering Light

It Starts With A Small Flickering Light

News

A discussion of "dynamic light sources" in the Q3 map format and how they are not supported. And the story of how the next version of Quake3_Quake1 has...

Tools / References

Tools / References

Mapping/Technical Tutorial

This page is a list of relevant tools like compilers or model editors and resources such as shader directive documentation.

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