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InsideQC Forums • View topic - Half-Life BSP Experiments

Half-Life BSP Experiments

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Postby avirox » Thu Nov 13, 2008 7:18 pm

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Postby Baker » Fri Nov 14, 2008 12:23 am

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Postby ceriux » Fri Nov 14, 2008 1:30 am

i can find you a tutorial for how a hl1 door is made in worldcraft/hammer if that helps.
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Postby avirox » Fri Nov 14, 2008 2:32 am

Yeah, the way Hipnotic does rotating entities is a mess. .avelocity is totally broken for brush models in any iD quake engine build, and many of the others. Darkplaces and FTE fixed rotating brush entities, however, so the only entity used is the actual rotating door. Infact, you can make rotating entities using a single line of code with the two aforementioned engines. For example, you want to make a brush model spin 360 degrees on its' X axis or something..

void () func_rotating =
{
SUB_CalcAngleMove( self.angles + '360 0 0', 45/*self.speed*/, func_rotating );
}

Just have an initialized trigger/brush ent call func_rotating and VIOLA - spinning with proper hull resizing. The actual one in half-life has some more complex stuff to it, but that's basically all you need to get it rotating. For QuakeLife I also added SUB_CalsMoveAndRotate to make an entity move and rotate at the same time or independently. Tricky stuff, but half-life makes good use out of such things with func_tracktrain and some elevators.
Last edited by avirox on Fri Nov 14, 2008 2:35 am, edited 1 time in total.
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Postby Baker » Fri Nov 14, 2008 2:33 am

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Postby Spike » Fri Nov 14, 2008 3:47 am

.
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Postby Baker » Fri Nov 14, 2008 5:17 am

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Postby xaGe » Fri Nov 14, 2008 1:38 pm



Some from the readme:

What is it:
hmap2 is a quake map compiler suite, a combination of qbsp+vis+light+bsp2prt+bspinfo all in one, written by LordHavoc and Vic, it has many new features.


Features:
.lit file support - colored lighting for supporting engines, without breaking quake compatibility
Mostly tyrlite compatible - the "delay" key for light types is supported
6 light types to suit many purposes - including sun lights casting directional light from sky polygons, large soft 1/(x*x) lights, and others
Light tweaking options on commandline - -radiusscale, -intensity, -defaulttype, -overridetypes
-minlight support - raises dark areas to this level without affecting brighter areas
-ambientlight support - raises all areas of the level by this amount
Re-vis maps - using bsp2prt followed by vis (Vic)
Make new .lit files for existing maps without modifying the .bsp - -relight and various options are useful for this
Compiling an unsealed 'leaky' map still produces a .prt file so it can be vised
Faster lighting - uses vis data to optimize lighting, be sure to run -vis before -light to get this speedup
Faster vis - uses rvis optimization which has no impact on quality and is around 30% faster
More lightmap antialiasing modes - in addition to -extra there are -extra4x4 and -extra8x8 (Vic added -extra8x8)
Able to make higher performance largescale maps with -darkplaces option (most other engines can't handle huge lightmaps like this produces, be warned)
Huge map support - up to +-32768 coordinates, make huge levels like you always wanted (warning: quake's networking limits playable area to +-4096 coordinates, except in darkplaces which fully supports huge maps)
Increased limits to the very max of the .bsp format
Hipnotic compatible rotating bmodel support - any entity classname beginning with rotate_ will check for a target to get the origin from, or you can set origin key on bmodel to make it rotate around that location
Support for WorldCraft 'Hammer' .map enhanced texture alignment
Support for HalfLife "light" key - "red green blue radius" format, example 255 255 255 300
Transparent water support (on by default)
Better error reporting - often says where a problem occurred in the level, and some errors are now only warnings (such as point off plane, which tries to self correct)
Multiple wad support - example: "wad" "wizard.wad;base.wad"
Can disable liquid sounds using -noambient, -noambientwater, -noambientsky, -noambientslime, -noambientlava
Can enable the unused slime sound channel using -ambientslime to make it use slime channel instead of water channel (if engine does not support this the slime is silent) (Vic)
Defaults to -level 4 vis instead of -level 2 like original vis did
Compresses vis data more by merging vis data for identical parts of a map, saving a few k (Vic)
Supports func_group entities which are merged into the world during compile, they are an editing helper (Vic)
Can use harsh light shading instead of traditional quake soft shading using -harshshade

Usage info on the hmap2 utilities:

usage: hmap2 [options] sourcefile [destfile]
Compiles .map to .bsp, does not compile vis or lighting data
other utilities available:
-bsp2prt bsp2prt utility, run -bsp2prt as the first parameter for more
-bspinfo bspinfo utility, run -bspinfo as the first parameter for more
-light lighting utility, run -light as the first parameter for more
-vis vis utility, run -vis as the first parameter for more
What the options do:
-nowater disable watervis; r_wateralpha in glquake will not work right
-notjunc disable tjunction fixing; glquake will have holes between polygons
-nofill disable sealing of map and vis, used for ammoboxes
-onlyents patchs entities in existing .bsp, for relighting
-verbose show more messages
-darkplaces allow really big polygons
-noforcevis don't make a .prt if the map leaks
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Postby Baker » Sat Nov 15, 2008 2:13 am

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Postby ceriux » Sat Nov 15, 2008 3:03 am

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Postby Baker » Sat Nov 15, 2008 6:52 am

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Postby r00k » Sat Nov 15, 2008 7:26 pm

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Postby ceriux » Sun Nov 23, 2008 7:18 pm

Darkplace is compatable with hl1 bsp right? id like to know, id like to use them in my mod.
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Postby Baker » Sun Nov 23, 2008 8:24 pm

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Postby avirox » Mon Nov 24, 2008 1:41 pm

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