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)
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]
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.
Inside the map editor, it appears as follows:
Notes:
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...
An examination of how "fence" textures, transparent textures and alpha transparent entities work using the Quake 3 map format.
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...
This page is a list of relevant tools like compilers or model editors and resources such as shader directive documentation.
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