HLLib for gcf and bsp (source engine support) is it possible

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is this possible to use in irrlicht

yes
1
33%
no
0
No votes
good luck n00b
2
67%
 
Total votes: 3

codydbgt
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HLLib for gcf and bsp (source engine support) is it possible

Post by codydbgt »

am i in over my head or is this actually possible this libary is in c++ and can load and read the formats: BSP, GCF, NCF, PAK, VPK, WAD, XZP and uncompressed ZIP packages

and of course you will have to wright the rendering code for the mesh information to make the map show correct lighting and placement of doors and entities. it program that uses the library is one of nems tools found here http://nemesis.thewavelength.net/ it loads tf2 maps and im sure it works on gmod and hl2 maps as well as l4d 1&2 also since it can load gcf<4mb files it makes it easer to use and load things with out worrying about the directory structure.

library is found here http://nemesis.thewavelength.net/index.php?p=35

so what do you think am i crazy or what...or is this feasible.
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Virion
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Post by Virion »

i think its possible. however, due to its license, it can only stand as an add-on. i might be wrong though.
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codydbgt
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Post by codydbgt »

Virion wrote:i think its possible. however, due to its license, it can only stand as an add-on. i might be wrong though.
ho i see well all i want to use is its code and make it load a tf2 bsp map sadly thoe im very new to irrlicht so it may take moths or years...but it would be un fair to ask for help. so ya any ideas where i would start-ya thats a pretty brod question :O

and has this really not been done before-so i don't have to do this

edit: i basically want to know how to retrieve brush entities and model data like brush triangle/vertex/and position info and model info eg walls static_props spawn_entities triggers(for doors and control points and others)

edit: i think i got it http://developer.valvesoftware.com/wiki ... ile_Format
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