Despite sharing a lot of the id DNA, the fact remains that Doom is a different game than Quake, and their engines do many things differently. (Moreso for Doom's wide bench of source ports.)
The sad consequence of this is that porting a modern Doom wad to Quake can't be done on a 1:1 basis.
One of the most notable omissions in the Quake version of OTEX will be the animated assets used to denote teleports, i.e. animated telepads and animated "slipgates".
The reasons behind this are:
1) Quake's texture animation speed is a fixed 5 frames per second. This is much too slow for the vast majority of animations provides in OTEX. While there is a way
of circumventing this limitation, having the wad rely on them would create yet another barrier of entry in a texture pack already more complex than usual.
2) There are several such animated textures in OTEX, and they have a considerable number of animation frames. Because of Quake's texture format, this would mean that there would be multiple animations at the very top of the wad "obstructing" the view to the rest of the wad. I find it quite frustrating even in wads with relatively few animations, and I'm deciding to spare myself from the extra aggravation ;-)
3) The way I see it, making these textures animated was a way of drawing the player's attention to important progression points. Quake has better tools of achieving that goal than a small spinning heptagram
- including actual rotation of 3D geometry!
4) Possibly the most subjective reason - the anims simply don't fit in Quake the way they do in Doom. The latter, whie not really Keen or Wolf3D anymore, still has a more "video game-y" feel than the solemn, edgy favorite of ours.
With all of the above in mind, I've decided to cut out most of such animations. What will be remaining is:
- Two opposite-facing frames of each heptagram, since it's a cool graphic and it would suck to see it go entirely,
- One frame per each of the "slipgate" exits, to be used as liquid textures in typical Quake fashion. It's a mediocre compromise but it's better than nothing.
While it does feel sad to have to make decisions such as these, I can already feel a great load gone off my chest (no, not yours, Shambler) - not having to worry about these animations has given me more time and brainpower to tackle the remaining problems.
Hopefully by next week I will be able to provide proper screens of proper maps!