Using Unity to create a Quake port?
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Using Unity to create a Quake port?
I am toying with the idea of using Unity to create a "source port" for Quake. The idea is to remake all of the 3D assets (models, characters, weapons etc) using modern technology (note that I said "remade using modern technology", not that the new assets have to be ultra realistic modern remakes) which Unity then uses to replace the original MD2 models which aren't supported by Unity as far as I am aware. The textures would also be remade with new PBR materials. Then some method would be used to convert the original maps into some kind of mesh or model that Unity can understand, as well as the correct location of all entities.
How feasible is this idea? The biggest hurdle I can think about are the actual enemies and actors since they use outdated model format but those would be replaced by new models/actors remade for the purpose of the port anyway so only the location and behavior of the enemies/actors would have to be converted.
Is there any reason for why this would not work?
How feasible is this idea? The biggest hurdle I can think about are the actual enemies and actors since they use outdated model format but those would be replaced by new models/actors remade for the purpose of the port anyway so only the location and behavior of the enemies/actors would have to be converted.
Is there any reason for why this would not work?
- leileilol
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Re: Using Unity to create a Quake port?
If it's about 'nextgen graphics' for Quake, you could make art to use with Darkplaces since that did that 'nextgen graphics' thing you want for 15 years now. (not implying that the existing "Hd" and "epsilon" graphics repacks look any good however...)
It's not really a feasible idea to completely remake any old, existing and established game on Unity and ruin it in the process in many unforeseen ways anyhow. Porting Quake to Unity won't benefit Quake. Ditto for Doom or anything else old and long established. Turn your big unity ambition into something original and interesting.
BTW Quake doesn't use MD2. Look before you leap.
It's not really a feasible idea to completely remake any old, existing and established game on Unity and ruin it in the process in many unforeseen ways anyhow. Porting Quake to Unity won't benefit Quake. Ditto for Doom or anything else old and long established. Turn your big unity ambition into something original and interesting.
BTW Quake doesn't use MD2. Look before you leap.
Last edited by leileilol on Fri May 25, 2018 7:48 pm, edited 1 time in total.
- Matt
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Re: Using Unity to create a Quake port?

Existing ports are vastly superior to Unity in terms of performance and compatibility
There's no point in replicating existing resources just to switch the format around
Converting the models for other purposes can be done in more straightforward ways
Trying to force high-res resources into things not made for them ruins the original aesthetic design for a net loss in visual quality
Distributing the thing would be a clear copyright violation anyway
(I spent 10 minutes searching and had to upload to my own Imgur account because nothing I've seen in the past year nearly merits this reaction picture as much as this post.)
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Re: Using Unity to create a Quake port?
I disagree that better graphics ruin the look because you aren't factoring in custom levels which often have far more realistic and detailed worlds than the original levels did. I also fail to see how this would violate copyright if the original game files are still needed to run it. Just recently somebody made a Unity port for Doom, and nobody got sued for that.
And how is Darkplaces better than Unity? It's like saying Gzdoom is more powerful than UE4.
And how is Darkplaces better than Unity? It's like saying Gzdoom is more powerful than UE4.
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Re: Using Unity to create a Quake port?
Darkplaces was designed from the start for the purpose of playing Quake. That, I'd argue, is Goal Number One when creating a Quake port.hardcore_gamer wrote:And how is Darkplaces better than Unity? It's like saying Gzdoom is more powerful than UE4.
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Re: Using Unity to create a Quake port?
The not so nice thing about engines like Unity is that they are pretty much dead set on using their own custom formats. So you will inevitably end up remaking everything you need for the game. It's not merely the assets but the entire game logic you will have to reprogram.
What many people using these forget is that the engine cannot handle everything for you, you still have to program the game yourself.
This would be a lot easier if you had an engine at your disposal where you could just plug in larger amounts of Quake's original code as it is - especially the QuakeC stuff.
Of course you should still try if you really want to do that but I'm not going to hold my breath. The risk of failure far exceeds the chance of succeeding.
What many people using these forget is that the engine cannot handle everything for you, you still have to program the game yourself.
This would be a lot easier if you had an engine at your disposal where you could just plug in larger amounts of Quake's original code as it is - especially the QuakeC stuff.
Of course you should still try if you really want to do that but I'm not going to hold my breath. The risk of failure far exceeds the chance of succeeding.
Re: Using Unity to create a Quake port?
Use Darkplaces for HD 2k18 grafic's.
Use Unity/Unreal for making your own original game.
Use Unity/Unreal for making your own original game.
Re: Using Unity to create a Quake port?
Unity...yeah that's a bad idea....
Try FTEQW, it is a very good "Modern" Port....You can call it as a successor to Darkplaces.
If you want to create "HD Content" for Quake I would suggest that you look at that instead of Unity or Darkplaces
http://fte.triptohell.info
Also, vast majority of Quake community doesn't care about HD Textures/Graphics, Shaders or Highpoly models.
They just make the game look Ugly AF! Just saying....¯\_(ツ)_/¯
also .... Quakespasm is the King of modern Quake Ports.
Try FTEQW, it is a very good "Modern" Port....You can call it as a successor to Darkplaces.
If you want to create "HD Content" for Quake I would suggest that you look at that instead of Unity or Darkplaces
http://fte.triptohell.info
Also, vast majority of Quake community doesn't care about HD Textures/Graphics, Shaders or Highpoly models.
They just make the game look Ugly AF! Just saying....¯\_(ツ)_/¯
also .... Quakespasm is the King of modern Quake Ports.
Last edited by HAL9000 on Sat May 26, 2018 4:52 pm, edited 1 time in total.
Re: Using Unity to create a Quake port?
Converting assets to use in Unity is trivial. You could even simply convert the mdl files to FBX via Milkshape and Blender/3D Studio Max (although Unity doesn't support vertex animation, but there are assets for that as well as far as I know). A level converter would require quite some work but since the bsp and map format is very well documented and there are brush-style architecture assets for Unity available as well, it's also feasible. What would be the biggest heacache would be implementation of game logic since you can't just convert Quake's code, you'd have to reprogram everything from scratch, and there's no way to auto-import user created content for Quake.
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Re: Using Unity to create a Quake port?
I am well aware of having to reprogram the game, but that doesn't sound very difficult vs the other challenges.
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Re: Using Unity to create a Quake port?
Oh, my sweet summer child...hardcore_gamer wrote:I am well aware of having to reprogram the game, but that doesn't sound very difficult vs the other challenges.
- NeuralStunner
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Re: Using Unity to create a Quake port?
Matt pretty much covered it, but if you actually have the willingness to do this then go for it I guess?
Just keep in mind that Vanilla Quake is pretty ehh, supporting user maps/mods would require basically reimplemeting the engine and hooking Unity's renderer to it in a horrific way.
You could of course make something new and original with the same kind of playstyle/aesthetic, that would be a nice change.
Just keep in mind that Vanilla Quake is pretty ehh, supporting user maps/mods would require basically reimplemeting the engine and hooking Unity's renderer to it in a horrific way.
You could of course make something new and original with the same kind of playstyle/aesthetic, that would be a nice change.
Re: Using Unity to create a Quake port?
Nothing amuses me more than people who think my job amounts to typing #import quake.hardcore_gamer wrote:I am well aware of having to reprogram the game, but that doesn't sound very difficult vs the other challenges.
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Re: Using Unity to create a Quake port?
I might at some point. I am currently busy with other projects. This was largely just something I asked out of curiosity to see if it's possible. And according to what people here have said, it appears to be. That's all I really needed to know.NeuralStunner wrote:Matt pretty much covered it, but if you actually have the willingness to do this then go for it I guess?
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Re: Using Unity to create a Quake port?
https://en.wikipedia.org/wiki/Dunning%E ... ger_effecthardcore_gamer wrote:I am well aware of having to reprogram the game, but that doesn't sound very difficult vs the other challenges.