Half life 1 maps
Half life 1 maps
Hi,
I want to know if its posible to load a Hl1 map in IRRLICHT ?
Thanks
I want to know if its posible to load a Hl1 map in IRRLICHT ?
Thanks
Half-Life 1 maps are .bsp, and was based on the Quake engine, although can't be loaded into Irrlicht without modification to the file loader.
I recon they should be very close though, and won't take too much work.
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I recon they should be very close though, and won't take too much work.
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Mercedes-Benz 240D History
Last edited by area51 on Tue Feb 22, 2011 1:14 pm, edited 1 time in total.
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Look at the loading a Quake map tutorial it is the same!
Irrlicht Moderator || Game Designer
Learn the basics at </dream.in.code>
Learn the basics at </dream.in.code>
it works.. at least with radiant 1.4 ... although
-you first have to decompile the orginal map the get a *.map file. then you can load it into radiant (if all the textures are wrong-scaled you most likly are working with paches by defauld. just change the setting in the project preferences.. .. or the other way around).
-next you have to do is fixing all the ugly bugs which appeard while decompiling.
-after that you have to fix the lights , notice all spawnpoints (or what you need, write down a xml is a fine way to load it later)
-then you most likely will have to fix the sun, you have to write a sun shader (not 4 irrlicht but 4 the q3map2 compiler... dont forget to set up a complete quake3 projekt.. folders etc. quite tricky)
if you finished all this you are ready to compile it as quake3 map again. load into irrlicht and have fun.
...dont mess around with ambient light too much. my de_dust once was covered in pink.
ps: i still have a few strange lightning errors.. some places are very dark,although the sun is shining directly on it.strange... but cant be helped
-you first have to decompile the orginal map the get a *.map file. then you can load it into radiant (if all the textures are wrong-scaled you most likly are working with paches by defauld. just change the setting in the project preferences.. .. or the other way around).
-next you have to do is fixing all the ugly bugs which appeard while decompiling.
-after that you have to fix the lights , notice all spawnpoints (or what you need, write down a xml is a fine way to load it later)
-then you most likely will have to fix the sun, you have to write a sun shader (not 4 irrlicht but 4 the q3map2 compiler... dont forget to set up a complete quake3 projekt.. folders etc. quite tricky)
if you finished all this you are ready to compile it as quake3 map again. load into irrlicht and have fun.
...dont mess around with ambient light too much. my de_dust once was covered in pink.
ps: i still have a few strange lightning errors.. some places are very dark,although the sun is shining directly on it.strange... but cant be helped
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