A lot of the heavy lifting has already been done. This was actually a fairly simple - but still a little time consuming - pipeline:
1. Extract the art from the original Doom WAD file using WadExt
2. Import the PNG files into a Quake WAD file using Joshua's Tools
3. Bbatch convert the PNGs into TGAs using XnConvert
Now, you may already realise why was this last part important - Doom's palette
is very different from Quake's palette
, to the point where hundreds of original OTEX textures would display really badly in Quake. Remember that this is regardless of engine.
Luckily, however, Quakespasm inherited Fitzquake's external texture support - a feature that save for handful of releases
, is still largely unexplored territory. This allows every mapper to straight up ignore Quake's palette and have the originals display exactly as-is.
Compare for yourself: without
OTEX has a lot of very rich greens, blues, purples, and even browns(!) that would convert extremely poorly into the Quake palette. Trying to recolor 3,800 textures by hand to make them fit a more restrained color scheme would be like trying to paint an aircraft carrier with a ball pen.
The end result of this fun escapade is a 76,6 MB
wad for Quake. The previous winner in the size category was the Kingpin wad at 22,2 MB - making OTEX over three times as big. I was actually surprised that neither TexMex or Trenchbroom crashed while loading it!
The next step, obviously is lots of optimization. See you soon!