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Converting Doom maps to Quake

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Postby mh » Sun Apr 24, 2011 11:05 pm

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.
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Postby andrewj » Mon Apr 25, 2011 1:40 am

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.
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Postby Spike » Mon Apr 25, 2011 1:47 am

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.
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Postby JasonX » Tue Apr 26, 2011 11:47 am

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?
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Postby leileilol » Tue Apr 26, 2011 1:34 pm

"Oblige levels are ready to play"
i should not be here
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Postby andrewj » Wed Apr 27, 2011 5:24 am

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.
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Postby negke » Wed Apr 27, 2011 7:37 am

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

Postby Madfox » Sun Sep 18, 2011 6:16 am

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
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Re: Converting Doom maps to Quake

Postby hondobondo » Thu Oct 06, 2011 7:38 pm

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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