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Half-Life BSP In q1

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  • #46
    how did you overcome how Worldcraft 3.3/Hammer usually gets the textures aligned all wrong when you load a standard .map instead of Quake 220 .map file?
    I don't find any alignment errors when load a standart quake map with surface format like
    (x1 y1 z1) (x2 y2 z2) (x3 y3 z3) texture x-shift y-shift angle x-scale y-scale
    to VHE, it always correctly convert it to
    (x1 y1 z1) (x2 y2 z2) (x3 y3 z3) texture [x-texvector x-shift] [y-texvector y-shift] angle x-scale y-scale
    of map220, but when you try backward convertation you loose your alignments.
    I can upload my small util that convert map220 to the standart quake and quake3 maps, just i need to translate UI from russian to english )
    No tears please, it’s a waste of a good suffering!

    Comment


    • #47
      Originally posted by Scrama View Post
      I don't find any alignment errors when load a standart quake map with surface format like
      (x1 y1 z1) (x2 y2 z2) (x3 y3 z3) texture x-shift y-shift angle x-scale y-scale
      to VHE, it always correctly convert it to
      (x1 y1 z1) (x2 y2 z2) (x3 y3 z3) texture [x-texvector x-shift] [y-texvector y-shift] angle x-scale y-scale
      of map220, but when you try backward convertation you loose your alignments.
      I can upload my small util that convert map220 to the standart quake and quake3 maps, just i need to translate UI from russian to english )
      Yes! That would be killer!

      Please upload. :d:d:d:d:d

      This too great. Hey, I'll take it without translation just to try it out.

      convert map220 to the standart quake
      Can it do the opposite I hope? Quake .map ---> .map 220

      I'd like to compile a Quake map like E1M1 into Half-Life format and try it in a Half-Life map supporting Quake engine.

      Add:

      This is what kind of problem I run into if I load, say, id Software's e1m1.map into Worldcraft 3.3 ... not all the textures are aligned properly.



      See how the door texture, for instance, isn't aligned properly.
      Last edited by Baker; 11-13-2008, 10:36 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


      • #48
        >> hat would be killer!
        but it still loose texture alignment info (
        >> Can it do the opposite I hope? Quake .map ---> .map 220
        it easy to do

        E1M1.map, VHE 3.5

        All right =)
        ru_version of HLQ here http://scrama.3dn.ru/load/0-0-0-24-20 // tel me about download speed

        convert 220 -> q1
        No tears please, it’s a waste of a good suffering!

        Comment


        • #49
          Thanks!

          Download speed was fine.

          Yeah looks like I don't have the Russian character page for Windows so I'll have to use your translation for sure.





          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


          • #50
            looks funny ) like jupanese or chinese interfaces
            No tears please, it’s a waste of a good suffering!

            Comment


            • #51
              This has been so helpful. No more texture alignment problems
              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


              • #52
                Originally posted by R00k View Post
                I was digging thru my 15 gig /Quake folder and I found a project called hlquake or something like that. I'll haveto look thru the code to see how complete it is.
                Cool! Do tell if you find anything useful in there like ladders or pendulums

                Comment


                • #53
                  hey r00k, anytime you can. type in the code =]


                  PLAY QUAKE DODGEBALL!

                  http://www.moddb.com/mods/quake-dodgeball

                  Trickle's VWeps

                  Comment


                  • #54
                    Originally posted by avirox View Post
                    Cool! Do tell if you find anything useful in there like ladders or pendulums
                    Have you tried the func_ladder from Nexuiz?

                    Originally posted by server/t_halflife.qc
                    .float roomtype;
                    .float radius;
                    .float pitch;
                    .float renderamt;
                    .float rendermode;
                    .vector rendercolor;

                    void() weapon_crossbow = {};
                    void() weapon_handgrenade = {};
                    void() ammo_crossbow = {};
                    void() ammo_9mmclip = {};
                    void() ammo_gaussclip = {};
                    void() weapon_rpg = {};
                    void() weapon_357 = {};
                    void() ammo_ARgrenades = {};
                    void() item_battery = {};
                    void() ammo_rpgclip = {};
                    void() weapon_9mmAR = {};
                    void() weapon_tripmine = {};
                    void() weapon_snark = {};
                    void() ammo_buckshot = {};
                    void() ammo_9mmAR = {};
                    void() ammo_357 = {};
                    void() weapon_gauss = {};
                    void() weapon_hornetgun = {};
                    //void() weapon_shotgun = {};
                    void() item_healthkit = {};
                    void() item_longjump = {};
                    void() item_antidote = {};
                    void() func_recharge = {};
                    void() info_node = {};
                    void() env_sound = {};
                    void() light_spot = {};
                    void() func_healthcharger = {};


                    void() func_ladder_touch =
                    {
                    if (other.classname != "player")
                    return;
                    other.ladder_time = time + 0.1;
                    other.ladder_entity = self;
                    };

                    void() func_ladder =
                    {
                    InitTrigger ();
                    self.touch = func_ladder_touch;
                    };

                    void() func_water =
                    {
                    self.solid = SOLID_TRIGGER;
                    setmodel (self, self.model); // set size and link into world
                    self.touch = func_ladder_touch;
                    };
                    Originally posted by server/cl_physics.c
                    else if (time < self.ladder_time)
                    {
                    // on a func_ladder or swimming in func_water
                    self.flags = self.flags - (self.flags & FL_ONGROUND);

                    self.velocity = self.velocity * (1 - frametime * sv_friction);
                    makevectors(self.v_angle);
                    //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
                    wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
                    if (self.gravity)
                    self.velocity_z = self.velocity_z + self.gravity * sv_gravity * frametime;
                    else
                    self.velocity_z = self.velocity_z + sv_gravity * frametime;
                    if (self.ladder_entity.classname == "func_water")
                    {
                    f = vlen(wishvel);
                    if (f > self.ladder_entity.speed)
                    wishvel = wishvel * (self.ladder_entity.speed / f);

                    self.watertype = self.ladder_entity.skin;
                    f = self.ladder_entity.origin_z + self.ladder_entity.maxs_z;
                    if ((self.origin_z + self.view_ofs_z) < f)
                    self.waterlevel = 3;
                    else if ((self.origin_z + (self.mins_z + self.maxs_z) * 0.5) < f)
                    self.waterlevel = 2;
                    else if ((self.origin_z + self.mins_z + 1) < f)
                    self.waterlevel = 1;
                    else
                    {
                    self.waterlevel = 0;
                    self.watertype = CONTENT_EMPTY;
                    }
                    }
                    // acceleration
                    wishdir = normalize(wishvel);
                    wishspeed = vlen(wishvel);
                    if (wishspeed > sv_maxspeed)
                    wishspeed = sv_maxspeed;
                    if (time >= self.teleport_time)
                    {
                    f = wishspeed - (self.velocity * wishdir);
                    if (f > 0)
                    self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
                    }
                    }
                    /Is hoping you didn't write that code and I'm not referring you to your code :d:d
                    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


                    • #55
                      Videos of that extras_r4 QuakeC in action. The ladder is great and the moving/rising/dropping water is outstanding.



                      Moving water and ladders in Quake ^^^^

                      For those that don't know, moving water and rising or lowering water levels are impossible in Quake. However, this extras_r4 cheats so incredibly well at faking water you would never know.

                      Plus the ladder is great. You may have seen some "real" ladders in Quake maps but the secret to those is the mapper making very, very small invisible stair steps. This is pain for a mapper to make (wasted time) and uses up a lot of brushes (think of brushes = blocks in a map). This video (and all future id Software games and Half-Life too) use a special func_ladder, just a single "cube" marking it as a ladder.



                      Switches ^^^^

                      Eh. I don't know this stuff is neat and "ok". But I figured I'd document the whole mod even though I don't really see anything interesting here.



                      Emitters ^^^^

                      Has some QuakeC rain and snow effects. I've seen those before, like in Nehahra. And a func_breakable wall. And some sort of ricochet thing. I've seen this stuff before in other mods. Again ... just documenting the whole mod.

                      As you can see, I have no idea what the middle switch does.
                      Last edited by Baker; 11-15-2008, 03:22 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 ...

                      Comment


                      • #56
                        very useful stuff! I'll definitely need to check out that ladder and moving water. Not sure how much of it would be compatible with QW clients though. Nice!

                        Comment


                        • #57


                          http://scrama.3dn.ru/tmp/MapConverter.zip

                          It still breaks texture alignments when converting from HL to Q, but works correctly in another ways. Also I've added code to fix differences in lights.

                          I've got an idea how to solve problem with alignments, so will work on it.
                          No tears please, it’s a waste of a good suffering!

                          Comment


                          • #58
                            Originally posted by avirox View Post
                            Not sure how much of it would be compatible with QW clients though. Nice!
                            Ah! I never thought of that. I wonder how the ladders behave with prediction being involved in the equation? Hmmmmmm.

                            Even DarkPlaces might react weird to that.

                            Originally posted by Scrama View Post


                            http://scrama.3dn.ru/tmp/MapConverter.zip

                            It still breaks texture alignments when converting from HL to Q, but works correctly in another ways. Also I've added code to fix differences in lights.

                            I've got an idea how to solve problem with alignments, so will work on it.
                            That'd be a very useful utility.

                            I'm about 1/3 of the way ready to try to compile all the Quake maps into Half-Life format for personal experimentation.

                            I've converted all the .map sources into .map 220 format.

                            http://www.quake-1.com/files/maps/qu...c33_format.zip
                            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


                            • #59
                              I'm about 1/3 of the way ready to try to compile all the Quake maps into Half-Life format for personal experimentation.
                              If you can change all light sources from default "fulbright white" (as my utility it done) that wil be cool! You can leave textures in wad, couse it possible with hlbsp format )
                              No tears please, it’s a waste of a good suffering!

                              Comment


                              • #60
                                Originally posted by Scrama View Post
                                If you can change all light sources from default "fulbright white" (as my utility it done) that wil be cool! You can leave textures in wad, couse it possible with hlbsp format )
                                I wish I could get my hands on the Quake colored light utility made by MH years ago, it was the tool used to make .lit files that are commonly used for colored lights in Quake. I'd use it to set the colored light data for the lighting entities and this time they'd be built into the map MH is still around, but I haven't seen him in any forum for about a month.

                                Anyway, yes I will be compiling to keep the textures in a single .wad. I look forward to seeing how small the total set of Quake maps can be with the textures external.

                                Since I managed to get the source code for Zoner's Half-Life compile tools, I may end up trying to recompile those using the Quake hull sizes (point, Shambler, player) instead of the Half-Life sizes (point, big monster, player, crouch) because 2 of the sizes are different. (I'd have crouch be #4 of course).
                                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

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