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Quake 64 Total Conversion?

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  • Quake 64 Total Conversion?

    I don't know where to put this question in the forums because I'm new here.

    Is anybody doing a Quake 64 Total Conversion for the Mac and PC but with the missing levels restored? The two things I loved about the N64 version is the graphics and the music.

  • #2
    Get a N64 Emulator...

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    • #3
      http://quakeone.com/forums/quake-mod...oundtrack.html

      Did the music awhile back.
      As for the levels, they are the same as the id1 counterparts but with removed "details" like at the very start of e1m1 - the roof in the n64 is mainly just flat, in the PC it has some details. So doing a N64 Conversion wouldn't make any real sense as it's just a less detailed Q1.
      The N64 version of Quake however does have one major plus - and that was colored lighting. However that too has been done now too. Look up "id1 lit" files.

      So using the ported soundtrack and .lit files you will get a very close to N64 Quake. The tracks however don't match every level as PC Quake has less tracks. I matched them best I could - it IS however possible to make every map match using .ent files.

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      • #4
        DirectQ has a q64 compatible HUD option too!
        www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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        • #5
          I always thought the Quake 64 HUD was the coolest thing about it.
          IT LIVES! http://directq.blogspot.com/

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          • #6
            Quake 64 Total Conversion?

            Do you know where I can find the textures for the N64 sky, water, lava and the underwater effect?


            I still think someone should do a N64 conversion, you don't have to change the levels to make them less detailed, just use the PC levels but add the graphics and music of the N64 version.

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            • #7
              The underwater effect is based upon the engine itself. You do get distortion in PC's version so that should be fine.
              The Water uses only 1 texture for the entire game - easy to recreate
              The Lava is actually the same texture, colored red - so also easy to do.
              Create 1 texture for water - apply it to all, then recolor it to red to make it lava.

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              • #8
                Quake 64's distortion is very different to GLQuake's. GLQuake warps the vertexes or world (only) surfaces; MDLs, sprites and other bmodels don't get warped. Quake 64's was based on software Quake which warped the entire scene.

                To emulate the correct distortion for both Quake 64 and software Quake you need render to texture and pixel shaders (you can do it without the latter at some additional cost, but the former is essential). Set the render target to your RTT texture, draw scene as normal, set to your backbuffer, setup shaders, and draw RTT texture as a full screen quad. The pixel shader does a sine warp distortion on the texture as it draws, and you can optionally use a second texture as a "control texture" for preventing distortion at screen edges (software Quake just scaled up a little; it still distorts at edges but those edges are outside the screen boundaries). You can even encode the sine waves into this second texture (using the two free colour channels - the edge distortion prevention needs the other two) and do a lookup instead of a sin function, which should normally be faster - it was in my own tests when I did it.

                Combine the underwater polyblend effect with this and you get it almost for free.

                The control texture looks something like this (yes, 64x64 is enough; you could even get away with 32x32):

                Last edited by MH; 05-19-2011, 01:08 PM.
                IT LIVES! http://directq.blogspot.com/

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                • #9
                  I don't how to do all that, I'm not a programmer. The best option in my opinion if it's all right with you all, can some of you start a N64 conversion project for me. I'll help the best I can.

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                  • #10
                    Well you can already get most of the way there...

                    IT LIVES! http://directq.blogspot.com/

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                    • #11
                      I forgot that they changed the texture of the slipgate as well. If someone can grab the N64 textures of the sky, slipgate, water and the color lighting, music and underwater effect and turned it all into a conversion, that would be great.

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                      • #12
                        I do have to ask, said you'd help make this. However all your messages have been asking for someone to do it. So what parts will you help us with?
                        I can do the soundtrack as I did a port of it that replaced some of the maps with the n64 tracks - however I can make them all match.
                        The textures however, you can extract those using a emulator usually.

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                        • #13
                          Originally posted by MH View Post
                          Well you can already get most of the way there...

                          Very nicely done!

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                          • #14
                            You can't just grab the underwater effect; that needs to be engine code. It's a lot more than simple copy and paste.
                            IT LIVES! http://directq.blogspot.com/

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                            • #15
                              I can help on what colored sky and music should be put on the introduction and 6 missing levels. Here's my opinion:

                              START: Introduction
                              Sky: Yellow
                              Music: The Door to Chthon

                              E1M4: The Grisly Grotto
                              Sky: Yellow
                              Music: Underearth

                              E2M1: The Installation
                              Sky: Blue
                              Music: Termination Central

                              E2M4: The Ebon Fortress
                              Sky: Yellow
                              Music: Castle of the Damned

                              E3M5: Wind Tunnels
                              Sky: Yellow
                              Music: The Necropolis

                              E4M1: The Sewage System
                              Sky: Blue
                              Music: Termination Central

                              E4M5: Hell's Atrium
                              Sky: Yellow
                              Music: The Vaults of Zin

                              Let me know what you think.

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