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Posted: Sun Apr 24, 2011 11:05 pm
by mh
Spike wrote:Additionally, many doom maps are larger than 8kqu across (potentially by a factor of

.
That pretty much nails the idea then. Don't even bother, in other words.
Posted: Mon Apr 25, 2011 1:40 am
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.
Posted: Mon Apr 25, 2011 1:47 am
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.
Posted: Tue Apr 26, 2011 11:47 am
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?
Posted: Tue Apr 26, 2011 1:34 pm
by leileilol
"Oblige levels are ready to play"
Posted: Wed Apr 27, 2011 5:24 am
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.
Posted: Wed Apr 27, 2011 7:37 am
by negke
Why do I get the feeling someone is trying to push the reinvention of the wheel here...
Re: Converting Doom maps to Quake
Posted: Sun Sep 18, 2011 6:16 am
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
Re: Converting Doom maps to Quake
Posted: Thu Oct 06, 2011 7:38 pm
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!