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Half-Life BSP In q1
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He's had gaps of a couple of months in his blog before.
Add:
I see the title ... "Visual Studio 2008 - The Horror Lives On". Ironically, I download Visual C++ express edition specifically to write up a tutorial on how to compile Quake in it a couple of days ago when you posted the "attempting engine coding".
The installer crashed twice ... on Vista, so I downloaded the entire "DVD" full install and it didn't work either.
I will never understand a company that can't make their own crap compatible with their own operating system.
Originally posted by Self View PostOne tutorial, although this is for Microsoft Visual Studio 6.0 (which I happen to use, but most people aren't using ..., but that's another story.)Last edited by Baker; 11-16-2008, 09:56 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 ...
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I look forward to seeing how small the total set of Quake maps can be with the textures external.
[quote]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).[/qoute]As I assume in the ending point bsp-format must include in-bsp color lights, null/hint/skip textures, alpha/masked-surfaces and othery pretty things?No tears please, it’s a waste of a good suffering!
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Originally posted by Scrama View Postlights, null/hint/skip textures, alpha/masked-surfaces and othery pretty things?
I might do something trivial with the functionality as a test. Maybe make the e1m1 transparent or something.
I'll more be using the id1 maps because they are readily available, give someone hands on to see as proof of concept.
Plus playing them through. I can't imagine any bugs, but stranger things have happened.
If possible, I've love to see if DarkPlaces or FTE could support a crouching player character and maybe add that into the download.
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However ..
After this, this will clear the path to a far more interesting road because I think this will quickly become more supported in more Quake clients [5 or 6 already support this in some form] which could lead to more creative and colorful looking single player maps.
The path just needs cleared.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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Originally posted by Biodude View Postwhen are these maps going to be realesed? They could be usefull for the hl psp mod. many maps are bugged and not completed.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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All the people who are tinkering is astounding.
Want to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!
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From a mapping perspective, I don't know how useful crouching really is. The Quake player is small enough to fit inside a 64x64 crate or air duct, if you make the walls thin enough - without crouching.
Also, the Quake palette largely defines the feel of the game.
A Quake-palettized player and monsters would look silly in HL-colored maps. They would stick out like a sore thumb.
HL bsp might make it easier to convert Doom3 textures etc - they'll look better because more colors are available. But again, the standard Quake monsters look weird in the context of anything but Quake.
Technically, having HL bsp can't hurt, though. But I wouldn't get my hopes up for the mapping.
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Originally posted by Scrama View PostI look in future for the total conversions, not only mapping for standart Quake )
/Someone else "gets it". :d:d
Quake modding is easy and Quake mapping is even easier. And it's open source. And it's flexible.
... But NO ONE in their right mind wants stuck with a 256 color palette. Especially for mapping.
And the Half-Life map specification varies so little from Quake that any Quake mapper (and any Half-Life mapper) could easliy create maps for, say, a map format that is remarkably similar to Half-Life and Quake.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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thanks to Baker's inside3d tutorial, I was able to get alpha support in ezquake and it looks sweet in half-life maps. However, the devs keep running away each time I try to send them my .patch. I might have to physically go over to some of them and bust some headsAnyhow, yesterday I did a playthrough of chapter 1 in Half-Life and the tutorial; I'm gonna be fixing some bugs we found and hopefully start on pre-finalizing chapter 2 next!
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Like I said, it won't hurt to have it.
Just for the core of Quake mappers, it won't be an improvement - modders who make tank games, platformers, Aliens Quake etc. might enjoy the colors, yeah.
Avirox: Heh, my experience sending patches to engine coders is similar. Some are helpful though.
... But NO ONE in their right mind wants stuck with a 256 color palette. Especially for mapping.
Sorry, but that's wrong. Look at Willem's latest map. There are several classic maps which are very strongly tied to a certain set of colors - and draw their atmosphere from it. czg03, czg04, ac, Koohoo, some Zer maps... these maps wouldn't look the same with higher resolution textures and more colors.
Some artists prefer charcoal and do amazing things with it. You see? More colors != automatically better map. It's not a technical issue; art is entering the picture.Last edited by golden_boy; 11-24-2008, 11:43 AM.
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Originally posted by golden_boy View PostJust for the core of Quake mappers, it won't be an improvement
A standardized total conversion set could easily be played by 20,000 people since there would be no distribution limitations.
RickyT23 made a couple of great maps and he's only been mapping something like a little over a year.
Do you want 20 people to play your map or 20 thousand?
Consider the fact that any open source mod could merely be tweaked to utilize newly designed media and have extended features added to them into the source code.
This stuff all leads to a great an interesting road.Last edited by Baker; 11-24-2008, 05:35 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 ...
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I've tested and uploaded an minimal set of valve hammer editor 3.5 for quake mapping.
Enthusiasts can download it here.
ZIP includes:
hammer.exe
hammer.chm - help file
maketex.exe - old tool for extracting textures from paked bsp's (You need to convert wad2 to wad3)
quake220.fgd - game definition for creating hlbsp with VHE and ZHLT
I recomend to use ZHLT 2.3 Xash build.
If you want to compile q1bsp you need compilers by Bengt Jurdrup and original quake.fgd.
Also I've updated my MapConverter and MapScaler, download here.
Enjoy )
Some of this days I'll try to create showcase for hlbasp format in quake.No tears please, it’s a waste of a good suffering!
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