Lighting the world: lightmaps
A custom lightmapper bakes each map's lighting when it's converted, aiming to match the original and improve on it.
A custom lightmapper bakes each map's lighting when it's converted, aiming to match the original and improve on it.
Models placed in converted maps, with the original's collision, flickering flames and scrolling surfaces.
Conversion now reads a real install, packed archives and all, and decodes the music itself.
Every sound effect and voice converted from the install, and the music alongside it.
Every texture in the install converted, and materials built from plain data instead of saved assets.
The first step of building the game from your own copy of the original: the interface art.
Swimming and water volumes, about 90% done: waves, underwater fog, breath and splashes.
Ladders, climbing animations, falling and crouch deaths.
Movement rebuilt to match measurements from the original, down to fall damage.
The magic weapons get their real primary attacks, including the Dragon Staff's breath.