That pretty much nails the idea then. Don't even bother, in other words.Spike wrote:Additionally, many doom maps are larger than 8kqu across (potentially by a factor of .
Converting Doom maps to Quake
We had the power, we had the space, we had a sense of time and place
We knew the words, we knew the score, we knew what we were fighting for
We knew the words, we knew the score, we knew what we were fighting for
Not a format problem, just requires a modified protocol.mh wrote: That pretty much nails the idea then. Don't even bother, in other words.
They're not all bigger than 8kqu, but a lot of them are shifted outside that range. Its theoretically easy enough to recenter the doom map as part of converting it.
Re: Converting Doom maps to Quake
I made a convertion of the ZDoom models in "The Hangar" map.
It's a quake map, but in the pakfile you'll find all Doom monsters converted to Quake1.
Even most sprites are included as well as the qc files.
You could use it as a start to realize your Doom maps in Quake1.
http://members.home.nl/gimli/gimli20.htm
It's a quake map, but in the pakfile you'll find all Doom monsters converted to Quake1.
Even most sprites are included as well as the qc files.
You could use it as a start to realize your Doom maps in Quake1.
http://members.home.nl/gimli/gimli20.htm
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Re: Converting Doom maps to Quake
late to thread.....
made an episode in oblige, decompiled in winbspc, but the 6-7th maps wouldnt decompile, prob size issues or whatever. but the other .maps loaded in bsp just fine, added a world light entity and compiled with a few errors. totally playable. maybe with some lua editing on one side and bsp editing they might be more than adequate!
made an episode in oblige, decompiled in winbspc, but the 6-7th maps wouldnt decompile, prob size issues or whatever. but the other .maps loaded in bsp just fine, added a world light entity and compiled with a few errors. totally playable. maybe with some lua editing on one side and bsp editing they might be more than adequate!