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It's been quite a while since oldunreal had an overhaul, but we are moving to another server which require some updates and changes. The biggest change is the migration of our old reliable YaBB forum to phpBB. This system expects you to login with your username and old password known from YaBB.
If you experience any problems there is also the usual "password forgotten" function. Don't forget to clear your browser cache!
If you have any further concerns feel free to contact me: Smirftsch@oldunreal.com
Quake to Unreal project
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PRIMEVAL
- OldUnreal Member
- Posts: 854
- Joined: Mon Apr 24, 2006 10:45 pm
Re: Quake to Unreal project
Hate to bring up an old post, but I'm very curious on the progress on this? Probably not far as no one really said anything =/
I can convert music to good quality UMX files if needed.
I can convert music to good quality UMX files if needed.

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Delphium
- OldUnreal Member
- Posts: 9
- Joined: Sun Jan 06, 2008 1:48 pm
Re: Quake to Unreal project
I have knowledge of Quake's model format, and also how to extract textures from the models and levels.
All I need is info on what formats you can import into UnrealEd, and I can make a tool to do the conversion.
All I need is info on what formats you can import into UnrealEd, and I can make a tool to do the conversion.
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[§Ŕ] ŤhěxĐâŕkśîđěŕ
- OldUnreal Member
- Posts: 4425
- Joined: Wed Sep 03, 2008 8:19 am
Re: Quake to Unreal project
What are you actually trying to port guys? Just weps'n'stuff or the whole game? 
☆
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PRIMEVAL
- OldUnreal Member
- Posts: 854
- Joined: Mon Apr 24, 2006 10:45 pm
Re: Quake to Unreal project
What are you actually trying to port guys? Just weps'n'stuff or the whole game?
Sounds like the whole game to meAdaghar is putting together a team to convert all the Quake maps and all other Quake materials (weapons, monsters...) to Unreal. All help is needed and appreciated...so if you think you can contribute in ANYway (mapping, converting, mesh's, scripting, weapons....) please go here...
[url]http://www.freewebs.com/shivaxi/memberscontactinfo.htm[/url]
...and contact Adaghar by any of the following address's located there.

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[§Ŕ] ŤhěxĐâŕkśîđěŕ
- OldUnreal Member
- Posts: 4425
- Joined: Wed Sep 03, 2008 8:19 am
Re: Quake to Unreal project
Lmao I didn't notice I am connected through my cellphone. Well, why are you porting whole Q3?
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Skw
Re: Quake to Unreal project
I have all the original sounds of Quake 1, if you need them.
DL: http://skw.net23.net/SOUND.7z
How to convert maps from bsp to unr:
Use this tool (http://shaderlab.com/q3map2/) to convert *.bsp file to *.ase file, which you can import to 3dsMax, then export from there to *.3ds and then import them to Unreal and then save as *.unr files.
More info: http://en.wikibooks.org/wiki/Q3Map2#Switches
Please check this too: http://shaderlab.com/picomodel/
THIS IS JUST A THEORY
DL: http://skw.net23.net/SOUND.7z
How to convert maps from bsp to unr:
Use this tool (http://shaderlab.com/q3map2/) to convert *.bsp file to *.ase file, which you can import to 3dsMax, then export from there to *.3ds and then import them to Unreal and then save as *.unr files.
More info: http://en.wikibooks.org/wiki/Q3Map2#Switches
Please check this too: http://shaderlab.com/picomodel/
THIS IS JUST A THEORY
Last edited by Skw on Mon Nov 10, 2008 11:04 am, edited 1 time in total.
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Delphium
- OldUnreal Member
- Posts: 9
- Joined: Sun Jan 06, 2008 1:48 pm
Re: Quake to Unreal project
I've made a tool for the model conversion, with textures and a .UC file.
The package building seems to work, but I have been unable to get the mesh to appear in-game since I have little knowledge of using the Unreal engine.
Testing and feedback would be most appreciated.
[url]http://rapidshare.com/files/162402055/mdl2unr.zip.html[/url]
The package building seems to work, but I have been unable to get the mesh to appear in-game since I have little knowledge of using the Unreal engine.
Testing and feedback would be most appreciated.
[url]http://rapidshare.com/files/162402055/mdl2unr.zip.html[/url]
Last edited by Delphium on Mon Nov 10, 2008 12:05 pm, edited 1 time in total.
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Hellkeeper
- Global Moderator
- Posts: 3308
- Joined: Wed May 21, 2008 8:24 pm
- Location: France
Re: Quake to Unreal project
I'd just mention the fact that a similar project, converting DOOM to unreal, had been threaten by Activision and had to stop. I don't think they'd agree with this.
In any case, ripping sounds, textures, models and levels is ripping off copyrighted material and is not legal.
In any case, ripping sounds, textures, models and levels is ripping off copyrighted material and is not legal.
You must construct additional pylons.
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Delphium
- OldUnreal Member
- Posts: 9
- Joined: Sun Jan 06, 2008 1:48 pm
QuakePawns!
New version! Now works quite well.
[url]http://rapidshare.com/files/162430996/mdl2unr.zip.html[/url]
And if you can't be bothered using the tool, here is a little example package....
[url]http://rapidshare.com/files/162431410/QuakePawns.zip.html[/url]
Here's some screenshots!
[URL=http://img146.imageshack.us/my.php?image=shot0002iz7.png][img]http://img146.imageshack.us/img146/8189/shot0002iz7.th.png[/img][/URL][URL=http://g.imageshack.us/thpix.php][img]http://img146.imageshack.us/images/thpix.gif[/img][/URL]
[URL=http://img223.imageshack.us/my.php?image=shot0001pq8.png][img]http://img223.imageshack.us/img223/9951/shot0001pq8.th.png[/img][/URL][URL=http://g.imageshack.us/thpix.php][img]http://img223.imageshack.us/images/thpix.gif[/img][/URL]
[URL=http://img82.imageshack.us/my.php?image=shot0003go6.png][img]http://img82.imageshack.us/img82/9796/shot0003go6.th.png[/img][/URL][URL=http://g.imageshack.us/thpix.php][img]http://img82.imageshack.us/images/thpix.gif[/img][/URL]
[url]http://rapidshare.com/files/162430996/mdl2unr.zip.html[/url]
And if you can't be bothered using the tool, here is a little example package....
[url]http://rapidshare.com/files/162431410/QuakePawns.zip.html[/url]
Here's some screenshots!
[URL=http://img146.imageshack.us/my.php?image=shot0002iz7.png][img]http://img146.imageshack.us/img146/8189/shot0002iz7.th.png[/img][/URL][URL=http://g.imageshack.us/thpix.php][img]http://img146.imageshack.us/images/thpix.gif[/img][/URL]
[URL=http://img223.imageshack.us/my.php?image=shot0001pq8.png][img]http://img223.imageshack.us/img223/9951/shot0001pq8.th.png[/img][/URL][URL=http://g.imageshack.us/thpix.php][img]http://img223.imageshack.us/images/thpix.gif[/img][/URL]
[URL=http://img82.imageshack.us/my.php?image=shot0003go6.png][img]http://img82.imageshack.us/img82/9796/shot0003go6.th.png[/img][/URL][URL=http://g.imageshack.us/thpix.php][img]http://img82.imageshack.us/images/thpix.gif[/img][/URL]
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Bane
- OldUnreal Member
- Posts: 493
- Joined: Sun Mar 03, 2002 6:32 pm
Re: Quake to Unreal project
Highlighting this because I haven't seen you address it beyond thisIn any case, ripping sounds, textures, models and levels is ripping off copyrighted material and is not legal.
Which is simply not true. That's not how copyright works. Just because something is freely available doesn't mean you're allowed to do whatever you want with the images, models, sounds, etc. I could be wrong; have you read the license? Does it explicitly say that you are freely allowed to distribute part of the content of the Quake1 demo? Or better yet, have you contacted ID for their permission to do this? I highly suggest that you either find the bit in the license that says what you are doing is fine or contact ID and request their permission. If you aren't 100% sure that what you are doing is fine, then it probably isn't, and I can guarantee that you don't want to receive a C&D after putting months of work into this project.technically, if they chose to do anything, they could nothing until we advanced past episode 1, since the first episode is available online for free. along with all the textures and models needed for that episode.
Author of Hide and Seek mod, and the NALIBALL mod
Hide and Seek can be downloaded from:
http://HideNSeek.5u.com
Hide and Seek can be downloaded from:
http://HideNSeek.5u.com
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Chaos13
- OldUnreal Member
- Posts: 951
- Joined: Sat Feb 16, 2008 10:24 am
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Delphium
- OldUnreal Member
- Posts: 9
- Joined: Sun Jan 06, 2008 1:48 pm
Re: Quake to Unreal project
I'm guessing it stands for Cease and Desist.What is C&D?
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Bane
- OldUnreal Member
- Posts: 493
- Joined: Sun Mar 03, 2002 6:32 pm
Re: Quake to Unreal project
Bingo.I'm guessing it stands for Cease and Desist.What is C&D?
So have you contacted ID, or checked the license to make sure what you're doing is legal?
Author of Hide and Seek mod, and the NALIBALL mod
Hide and Seek can be downloaded from:
http://HideNSeek.5u.com
Hide and Seek can be downloaded from:
http://HideNSeek.5u.com
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Delphium
- OldUnreal Member
- Posts: 9
- Joined: Sun Jan 06, 2008 1:48 pm
Re: Quake to Unreal project
They said it's OK.Bingo.I'm guessing it stands for Cease and Desist.What is C&D?
So have you contacted ID, or checked the license to make sure what you're doing is legal?
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[§Ŕ] ŤhěxĐâŕkśîđěŕ
- OldUnreal Member
- Posts: 4425
- Joined: Wed Sep 03, 2008 8:19 am
Re: Quake to Unreal project
And is it ok to modify the stuff from Quake using Unreal engine (UEd, etc.)?
☆
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Hellkeeper
- Global Moderator
- Posts: 3308
- Joined: Wed May 21, 2008 8:24 pm
- Location: France
Re: Quake to Unreal project
I think copyright here belongs to activision, Id's former publisher.They said it's OK.
The engine is free, but all the medias (models, levels, textures, weapons, sounds and so forth), are still copyrighted. And Id's have never, to my knowledge, allowed this kind of use. I'm ready to believe you, but you'll need a written proof, such as a mail etc...
You must construct additional pylons.
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Red_Fist2
- OldUnreal Member
- Posts: 20
- Joined: Sun Dec 07, 2008 12:50 am
Re: Quake to Unreal project
I really wish this project could be done.
One of my maps I redone that fit the size for UT, it is a DM but take a look.
(UT users only)
http://files.filefront.com/DM+Ogre+Citadelzip/;5454207;/fileinfo.html
Got to be a way to redo all of quake 1, without copy write BS.Maybe add some new secrets or rooms and keep the original UT models, and slight variations to the textures.
I have other Q1 levels, but geared for DM only, I used a program to get the BSP and painstakingly aligned the textures to match almost the exact size ratio.Used quake sounds and tried to make them play as close to quake, like less friction on floors etc etc.
_____________________________________________
I actually talked via email to two of the original mappers for Q1.
They said no problem as long as I credit them and not redo it to be for sale for money.
I called Id on the phone, they said they don't allow even one quakes version to be used for another quakes version.
I also emailed and got a response from one of the guys who stayed and is a boss of something now, he also said to not do it.
So I dunno, seems pretty damn stupid that rehashing a game that has been gone for a long time would be a good thing for Id.
But the conflict from what the two mappers said, to what Id said, I don't see how it infringes on their stuff as long as it is not for profit, AND credited, AND gives praise to the Quake game by remaking it for a more popular 3D engine.Hence giving them free advertisement.
One of my maps I redone that fit the size for UT, it is a DM but take a look.
(UT users only)
http://files.filefront.com/DM+Ogre+Citadelzip/;5454207;/fileinfo.html
Got to be a way to redo all of quake 1, without copy write BS.Maybe add some new secrets or rooms and keep the original UT models, and slight variations to the textures.
I have other Q1 levels, but geared for DM only, I used a program to get the BSP and painstakingly aligned the textures to match almost the exact size ratio.Used quake sounds and tried to make them play as close to quake, like less friction on floors etc etc.
_____________________________________________
I actually talked via email to two of the original mappers for Q1.
They said no problem as long as I credit them and not redo it to be for sale for money.
I called Id on the phone, they said they don't allow even one quakes version to be used for another quakes version.
I also emailed and got a response from one of the guys who stayed and is a boss of something now, he also said to not do it.
So I dunno, seems pretty damn stupid that rehashing a game that has been gone for a long time would be a good thing for Id.
But the conflict from what the two mappers said, to what Id said, I don't see how it infringes on their stuff as long as it is not for profit, AND credited, AND gives praise to the Quake game by remaking it for a more popular 3D engine.Hence giving them free advertisement.
Last edited by Red_Fist2 on Fri Dec 26, 2008 10:11 pm, edited 1 time in total.
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Hellkeeper
- Global Moderator
- Posts: 3308
- Joined: Wed May 21, 2008 8:24 pm
- Location: France
Re: Quake to Unreal project
The problem is the right belongs to id and activision not the mappers 
Epic has always been very cool for this kind of things, but id/activision is much more strict.
Epic has always been very cool for this kind of things, but id/activision is much more strict.
Last edited by Hellkeeper on Sun Dec 28, 2008 1:31 pm, edited 1 time in total.
You must construct additional pylons.
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Chaos13
- OldUnreal Member
- Posts: 951
- Joined: Sat Feb 16, 2008 10:24 am
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Rob-Bot
- OldUnreal Member
- Posts: 291
- Joined: Wed Jan 30, 2008 12:29 am
Re: Quake to Unreal project
Is this project completley dead?
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PRIMEVAL
- OldUnreal Member
- Posts: 854
- Joined: Mon Apr 24, 2006 10:45 pm
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Shivaxi
- OldUnreal Member
- Posts: 2232
- Joined: Wed Mar 08, 2006 4:43 pm
Re: Quake to Unreal project
well NOT entirely...we kinda got a solution to the texture problem...sort of...but it's still iffy....and we still need coders for the pawns.
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Matrix224
- OldUnreal Member
- Posts: 745
- Joined: Wed Feb 20, 2008 7:41 pm
Re: Quake to Unreal project
I could help
[size=0] If I gave a damn [/size]
What?
>.>
[size=0] If I gave a damn [/size]
What?
>.>
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PRIMEVAL
- OldUnreal Member
- Posts: 854
- Joined: Mon Apr 24, 2006 10:45 pm
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Pyro
- OldUnreal Member
- Posts: 592
- Joined: Wed Jul 18, 2007 5:35 pm

