I've done some research on the Half-Life map specification and the map format itself is identical to Quake, with the exception that each texture gets it's own palette and it can also be specified in the texture that the texture is located in an external .wad file.




And, that's the reason a few engines support Half-Life map format including FuhQuake, ezQuake, DarkPlaces, Telejano and FTEQW. Keep in mind supporting the map format isn't the same as supporting every feature in Half-Life. You can't play Half-Life in any of those engines, but you can run around most of the maps kind of in the way you can "sort of" walk around rocket arena maps without running rocket arena.
The main reason I've been thinking about this lately is that some of the things I like about Half-Life include:
1. "alpha texture" support - the texture that is transparent in places. Used for fences and stuff. Not to be confused with alpha entity support (something neither FuhQuake nor ezQuake have).
2. func_rotate_doors - doors that revolve to open and look right in doing so. Hipnotic Quake mission pack has revolving doors that don't look right.
3. Built-in colored lighting in the map
4. func_ladder. A lot easier than the kludge of clip trickery (and waste of time) required to do this in an authentic Quake map.
Plus, I think Worldcraft 3.3 is a rather convenient editor and although I made a "Quake Adapter" for it, it sucks palettizing images for quake1.bsp if you want more color and if you don't use the Quake palette, you run into incalculable hurdles with the HUD. Using a pure Half-Life format would eliminate the need for using the "Quake Adapter".
I'm thinking about trying to rip this out of FuhQuake and then looking at the map compiler stuff a little because I imagine legally using the Half-Life compile tools with Quake or non-Half-Life stuff might break some license agreement somewhere (although I haven't checked).
/This is more thinking single player, but of course higher color maps on our servers using this format isn't entirely out of the question considering if Qrack and ProQuake both supported it, all the clients are covered.




And, that's the reason a few engines support Half-Life map format including FuhQuake, ezQuake, DarkPlaces, Telejano and FTEQW. Keep in mind supporting the map format isn't the same as supporting every feature in Half-Life. You can't play Half-Life in any of those engines, but you can run around most of the maps kind of in the way you can "sort of" walk around rocket arena maps without running rocket arena.
The main reason I've been thinking about this lately is that some of the things I like about Half-Life include:
1. "alpha texture" support - the texture that is transparent in places. Used for fences and stuff. Not to be confused with alpha entity support (something neither FuhQuake nor ezQuake have).
2. func_rotate_doors - doors that revolve to open and look right in doing so. Hipnotic Quake mission pack has revolving doors that don't look right.
3. Built-in colored lighting in the map
4. func_ladder. A lot easier than the kludge of clip trickery (and waste of time) required to do this in an authentic Quake map.
Plus, I think Worldcraft 3.3 is a rather convenient editor and although I made a "Quake Adapter" for it, it sucks palettizing images for quake1.bsp if you want more color and if you don't use the Quake palette, you run into incalculable hurdles with the HUD. Using a pure Half-Life format would eliminate the need for using the "Quake Adapter".
I'm thinking about trying to rip this out of FuhQuake and then looking at the map compiler stuff a little because I imagine legally using the Half-Life compile tools with Quake or non-Half-Life stuff might break some license agreement somewhere (although I haven't checked).
/This is more thinking single player, but of course higher color maps on our servers using this format isn't entirely out of the question considering if Qrack and ProQuake both supported it, all the clients are covered.
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