Copyright Thomas Habets thomas@habets.se 2015
https://github.com/ThomasHabets/qpov
QPov takes the data files from Quake and turns them into POV-Ray, which is a raytracer that then renders them to png. Example video.
Modern CPUs are idle too much. Ray tracing tends to be able to consume any and CPU cycles you give to it. QPOV generates data that POV-Ray can then use to solve this problem.
A second reason is that Quake is getting harder to get running in good quality. GLQuake from Steam doesn't start on my machine, and if I want to watch Quake Done Quick then all the videos on YouTube are either low res, or has other settings that make them crap.
I also want to experiment with POV-Ray and for example make programatic realistic water, and a quake demo gives me a nice 3D animation to work with.
$ mkdir go
$ cd go
$ GOPATH=$(pwd) go get github.com/ThomasHabets/qpov
$ GOPATH=$(pwd) go build github.com/ThomasHabets/qpov/cmd/{bsp,dem,mdl,pak,render}
You'll need the Quake data files, either shareware or full version.
Optionally you can also use the Quake Reforged replacement textures.
You need to convert Quake maps and models in addition to the demos.
$ mkdir demo1
$ bsp -pak /.../pak0.pak convert -out demo1
$ mdl -pak /.../pak0.pak convert -out demo1
$ dem -pak /.../pak0.pak convert -out demo1 -fps 30 -camera_light demo1.dem
$ render -fast demo1/*.pov
Assuming 30fps and QDQr recam:
- light levels:
- e1m1: 10 610
- brown slime:
- e1m1: 232 610
- e1m3: 300