Converting Doom maps to Quake

Discuss the construction of maps and the tools to create maps for 3D games.
mh
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Post by mh »

Spike wrote:Additionally, many doom maps are larger than 8kqu across (potentially by a factor of 8).
That pretty much nails the idea then. Don't even bother, in other words.
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
andrewj
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Post by andrewj »

Spike wrote:Can oblige-created bsps be decompiled safely?
Might work better by using quake2 format (by editing games/quake.lua) and decompiling that.

Oblige and Doom2Brush are my programs btw.
Spike
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Post by Spike »

mh wrote: That pretty much nails the idea then. Don't even bother, in other words.
Not a format problem, just requires a modified protocol.
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.
JasonX
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Post by JasonX »

andrewj wrote:
Spike wrote:Can oblige-created bsps be decompiled safely?
Might work better by using quake2 format (by editing games/quake.lua) and decompiling that.

Oblige and Doom2Brush are my programs btw.
Why not make a MAP export feature for Oblige?
leileilol
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Post by leileilol »

"Oblige levels are ready to play"
i should not be here
andrewj
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Post by andrewj »

JasonX wrote:Why not make a MAP export feature for Oblige?
Maybe -- I've never said I wouldn't.

Other stuff is just more important or more interesting right now.
negke
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Post by negke »

Why do I get the feeling someone is trying to push the reinvention of the wheel here...
Madfox
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Re: Converting Doom maps to Quake

Post by Madfox »

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
hondobondo
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Re: Converting Doom maps to Quake

Post by hondobondo »

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!
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