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Half-Life BSP In q1

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  • #16
    Now that my interest is piqued, I had to install HL into this frankenstein computer. Earlier I installed a better graphics card.
    "Half-Life has a known compatibility issue with this version of Windows." JML Now to download the patches, bloody dial-up. Perhaps I should just get the quake client and monkey with that.
    Thx, -fid-
    Heck it is only 82 megs. That'll take me only about 2 hours. heh I'll start it and go to sleep.
    -fiddler-

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    • #17
      Originally posted by Baker View Post
      Cool.



      Probably DP_SV_ROTATINGBMODEL with some type of func_rotate_door .qc (but probably not what is in hipnotic).

      I think the Half-Life maps need to have func_ladder (.qc with func_ladder | whole package)
      Rotating doors pretty much fully work in quakelife now, along with entities rotating while moving (func_tracktrain case-point). I'd have no problem sharing the code, though you might want to wait until I clean everything up for a public release. Also props for the doors go to Mercury who started adding support for q2/hl1 entities into his OZTF mod.

      PS. actually if anyone wants to help me test playing through the first 3 chapters of half-life I'd really appreciate it. Xen and the final boss battle will be interesting to.. add.. but till then I want to make sure that everything else works ok (half-life is a pretty large game :x). All you need is ezquake, fte, fuhquake XE, or darkplaces to play (not sure how well DP will handle though).

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      • #18
        Originally posted by avirox View Post
        PS. actually if anyone wants to help me test playing through the first 3 chapters of half-life I'd really appreciate it.
        I'd really like to see this, so I for one would be happy to help you test it.
        Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

        So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

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        • #19
          cool! i forgot to mention that you can usually find me on irc - Anynet, quakenet - as "avirox"

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          • #20
            Btw, Half-Life maps support 4 hull sizes (point, monster, player, crouching).

            While I'm not certain that any Quake engine supports these, you could probably use the crouching Quakeguy player model from Deathmatch essentials if it does:

            http://www.speeddemosarchive.com/qua...ools/dme11.zip

            (If you haven't already got this, heh. The crouching that the player model does isn't exact great particularly when moving, but if it fills the role of a working crouching player model.)
            Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

            So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

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            • #21
              unless u convert a q2 player model to q1 i guess ..?
              www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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              • #22
                I've done some attempts to compile the GPL open source map e1m1rmx to Half-Life format using Worldcraft 3.3.

                Now first:

                1. I had to strip out the e1m1rmx textures out of the .bsp using bsp2wad and convert them to Half-Life WAD3 format using Qconverge. No problem.

                2. Worldcraft's map 220 format likes to foobar the texture alignment, but I know this. As soon as I can identify the difference, I'll make a little utility to nicely convert standard "Quake .map" to ".map 220" format. I'm not sure if it is the textures are aligned to the world instead of to each brush or whatever or if the texture coordinate system is just a little different.

                3. Potential hurdle #1: alpha textures ("!" prefix) shouldn't cast shadows and should be ignored by light and vis utilities. But e1m1rmx isn't using those.

                4. Potential hurdle #2: water textures etc. use different prefixes. I ended up with solid water as a result. Not a big issue because there are a few different ways this can be dealt with.

                5. Potential hurdle #3: The sky. Probably a different sky prefix and Half-Life uses ... well ... it isn't skyboxes because I never see a seam, maybe a skysphere or something.

                6. Potential hurdle #4: The compiler complained about missing _light values presumably in the light entities. The fix would be change the compiler.

                light at (360.000000,768.000000,-204.000000) has bad or missing '_light' value : ''
                light at (448.000000,416.000000,-304.000000) has bad or missing '_light' value : ''
                light at (416.000000,192.000000,-304.000000) has bad or missing '_light' value : ''
                light at (384.000000,48.000000,-304.000000) has bad or missing '_light' value : ''
                light at (-800.000000,2016.000000,56.000000) has bad or missing '_light' value : ''
                light at (-800.000000,1992.000000,56.000000) has bad or missing '_light' value : ''
                light at (-800.000000,1888.000000,56.000000) has bad or missing '_light' value : ''
                7. Potential hurdle #5: The default hullsizes in Half-Life for the player doesn't match Quake exactly. And I assume the "big monster" hullsize doesn't match either.

                None of these hurdles presents much of a problem if these compilers are open source.

                Now, if they aren't then that presents a medium size problem. I imagine the vis and light (rad) utilities are identical to Quake. Otherwise adding it to a Quake engine would be a major overhaul.

                It appears that the default map compiler is q2bsp which appears to be made by idsoftware which you would think would then stand a good chance of being open source. Even if it isn't open source somehow, the odds are pretty strong that minor modifications to the Quake 1 map compile tools should be able to remedy this situation you would think, since the map format really isn't any different.

                Anyway, I compiled the map and since there was no lighting data, it was fullbright but otherwise appeared functional. At first there were no textures, then I tossed the .wad file into the id1\textures folder and it reloaded and it was fine.

                Update: the qbsp2 source code is included in the Half-Life SDK, which there is a nice .zip version someone made (instead of the annoying installer.exe version) at http://files.filefront.com/Halflife+.../fileinfo.html

                Anyway, my goal is to create a ready-to-go Worldcraft 3.3 setup for making Quake maps out of the box at least for testing. I'll need to figure out the colored lights thing and make a custom .fgd file for Worldcraft that supports those.
                Last edited by Baker; 11-07-2008, 04:28 AM.
                Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

                So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

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                • #23
                  ironically enough the half-life crouching hull size is only 4 units smaller than the standard quake player is, so you don't really look that bad standing up in vents and stuff. Most modern engines support all HL BSP hull sizes, but only FTE and DP make 'em any useful (as servers). I will probably go ahead and add Spike's CSQC code for Q3 player models though, which have far better crouching anims :x

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                  • #24
                    Anyways, how about a scheduled public test or something? Say, tomorrow night at around 6pm EST on my server? You'll need a quakeworld client like FTE or EZQuake. DarkPlaces may/may not work correctly with hl maps on an FTE server. I would host it as a DP server, but DP's hl map support is a little broken in recent builds :\ Will post the IP then!
                    (oh and you also might want to extract your half-life maps to quake/quakelife/maps/ )

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                    • #25
                      6pm timezone = Eastern USA right?
                      Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

                      So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

                      Comment


                      • #26
                        affirmative. Anyways, the server's up now @ x
                        Even if no-one's there, I'll probably have it up for a little while tonight testing various things.
                        Last edited by avirox; 11-08-2008, 05:00 PM.

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                        • #27
                          I'm going to post some YouTube videos recorded while playing on avirox's server later tonight.
                          Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

                          So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

                          Comment


                          • #28
                            ... waiting for google video to process the uploads (7 uploaded). Will start new thread when they are ready.

                            Update: The videos are here:

                            http://www.quakeone.com/forums/showthread.php?t=4008
                            Last edited by Baker; 11-09-2008, 08:40 PM.
                            Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

                            So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

                            Comment


                            • #29
                              Ah, this story is too great to keep to myself.

                              I did some research on Half-Life compile tools only to find that probably the most advanced Half-Life map compiling tools are open source and gone forever from the net because the site is dead.

                              I sent off a long-shot email to aguirRe -- who writes map compilers for Quake (the ones that everyone uses for new single player releases) -- and asked him if by chance he happened to have this source code even though it wasn't for Quake.

                              And he did.

                              .... Amazing

                              I stored the source code at our archives here:

                              http://www.quake-1.com/files/sourcec..._p13_source.7z
                              Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

                              So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

                              Comment


                              • #30
                                I played my runebots on HL maps years ago. The novelty wore off after a while because neither the bots nor myself could climb ladders, among other problems. I didn't pursue it any further than that. Good to hear that someone is working on it again.
                                Chuck

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