Does Anyone Know how to Put Quake 1 into UE5?

This page summarizes the projects mentioned and recommended in the original post on /r/quake

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  • Quake

    Quake GPL Source Release

  • You can find the source code here: https://github.com/id-Software/Quake

  • UE4-Quake-Map-Importer

    A UE4 plugin to import Quake style .map files (Quake 1, HL 1 and Q3) and convert them into UE4 brush geometry.

  • There are 2 big parts to Quake 1 in UE - one part are the assets: levels, models, textures to create something like https://www.youtube.com/watch?v=QjJx7BqV6Yo or https://www.youtube.com/watch?v=qgm0-elmmoU. If your're not a programmer, you might still get an existing plugin to work, see https://forums.unrealengine.com/t/plugin-importing-quake-1-bsp/219666/4, https://github.com/GoomiiV2/UE4-Quake-Map-Importer, http://hammuer.nte.be/.

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    Power Real-Time Data Analytics at Scale. Get real-time insights from all types of time series data with InfluxDB. Ingest, query, and analyze billions of data points in real-time with unbounded cardinality.

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  • SharpQuake

    SharpQuake is a GLQuake reimplementation in C# using the OpenTK library

  • ( I have sucessfully integrated a .net rewrite (https://github.com/Memorix101/SharpQuake) of the quake engine into unity and I've seen someone else do it for UE4. I'm working on PLUQ, which is a nanomsg nng interface integrated into an modern Quake engine (https://github.com/sezero/quakespasm, https://github.com/mdeguzis/ftequake, ...) that on game/level load provides geometry, textures, entities, ... and at runtime a bidirectional channel for the data (enity positions and inputs) needed to render and steer the game from a connected client. The connected client can e.g. be the rendering and input part of the original engine or something Unity3D, Unreal, Godot, ... based. I hope to open up Quake for experimentation using non GPL engines with this...)

  • quakespasm

    QuakeSpasm -- A modern, cross-platform Quake game engine based on FitzQuake. (by sezero)

  • ( I have sucessfully integrated a .net rewrite (https://github.com/Memorix101/SharpQuake) of the quake engine into unity and I've seen someone else do it for UE4. I'm working on PLUQ, which is a nanomsg nng interface integrated into an modern Quake engine (https://github.com/sezero/quakespasm, https://github.com/mdeguzis/ftequake, ...) that on game/level load provides geometry, textures, entities, ... and at runtime a bidirectional channel for the data (enity positions and inputs) needed to render and steer the game from a connected client. The connected client can e.g. be the rendering and input part of the original engine or something Unity3D, Unreal, Godot, ... based. I hope to open up Quake for experimentation using non GPL engines with this...)

  • ftequake

    FTE Engine for Quake games. Mirror of https://sourceforge.net/projects/fteqw/

  • ( I have sucessfully integrated a .net rewrite (https://github.com/Memorix101/SharpQuake) of the quake engine into unity and I've seen someone else do it for UE4. I'm working on PLUQ, which is a nanomsg nng interface integrated into an modern Quake engine (https://github.com/sezero/quakespasm, https://github.com/mdeguzis/ftequake, ...) that on game/level load provides geometry, textures, entities, ... and at runtime a bidirectional channel for the data (enity positions and inputs) needed to render and steer the game from a connected client. The connected client can e.g. be the rendering and input part of the original engine or something Unity3D, Unreal, Godot, ... based. I hope to open up Quake for experimentation using non GPL engines with this...)

  • WorkOS

    The modern identity platform for B2B SaaS. The APIs are flexible and easy-to-use, supporting authentication, user identity, and complex enterprise features like SSO and SCIM provisioning.

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