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Senior Member
Not easily. In a portal renderer, faces have to be collected into convex polyhedra which enclose player roamable space. There is no such thing as a polygon in isolation, it's always bound to exactly one polyhedron.
Descent maps can only be translated/loaded easily because it stores these polyhedral groupings inside the level file. In quake (and sequels), this representation is not made very explicit. Every leaf of the BSP tree defines a polyhedron, but to actually build that polyhedron requires a lot of clipping operations. For loading a quake map it would be more of a reconstruction process, not a translation process.
EDIT: Thanks renderhjs You set the bar high.
Last edited by rachil0; 06-05-2008 at 09:59 AM.
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