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 (thanks,
total cunt Graf Zahl).
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 /
with external textures.
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!