quake used bsp fiels it's map editor used .map you can convert thows .map to doom3 hl2 uses .bsp. hl2's map editor is probably going to use .rmf and it is not to likly that they will have to be converted to .map in order to be compiled in to hl2's bsp format.
bsp files are very hard to convert as they are very engine dependant I know i am nit picking but it is important to realize the difference. (probably wount be to hard to convert the hl2 rmf to .map but dont bet on moving any this that has already been compiled) ----- Original Message ----- From: "tei" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Tuesday, October 19, 2004 8:48 AM Subject: Re: [hlcoders] Doom3 SDK for Half-Life2. > > Doom3 still use .map files as SRC for maps that at not change very much, > and exist a number of Quake3 to Doom3 tools. I asume still use func_* stuff. > > As for abstraction, a first step can be to design from top to bottom a AI > engine. I have some ideas from the book "AI for Game Developers" (O'REILLY). > > Anyway, you can start a new engine (hl2, d3,..) from scrach and still use > the same ideas and even structures. This is "reformulation". > > I bet HL2 maps will still use .map files. > > Anders Jenbo wrote: > > the doom3 render is writen from scratch as weal only the network and som > > other stuff from quake3 was keept > > > > in hl2 nothing was keept form hl1 so doom3 and hl2 is in now way mod > > compatible doom3 dosen't even use bsp anymore > > > > ----- Original Message ----- > > From: "Hasan Aljudy" <[EMAIL PROTECTED]> > > To: <[EMAIL PROTECTED]> > > Sent: Tuesday, October 19, 2004 12:17 AM > > Subject: Re: [hlcoders] Doom3 SDK for Half-Life2. > > > > > > > >>I don't know, but Source isn't based on anything, AFAIK it was written > >>from scratch. > >> > >> > >>On Mon, 18 Oct 2004 23:41:35 +0200, tei <[EMAIL PROTECTED]> wrote: > >> > >>>I have another fun mad idea: > >>> > >>>Write a new SDK from scrach that compile the gamex86.dll that Doom3 > > > > need, > > > >>>and the stuff that need Half-Life2. Has both engines will support > >>>similar technology ( Doom3 is Quake3 based, and Half-Life 2 is Half-Life > >>>1 base, and Quake3 is Quake1 based and Half-Life1 is Quake 1 based ) can > >>>be theorically posible to write a object system that may abstract the > >>>differences. So the mod may compile for both targets. Maybe even future > >>>new engines can be added to support even more engines and games. Say... > >>>maybe you can write a "CS-alike" mod and you can compile for game > >>>Half-Life2, but you may also compile for other game that also use > >>>Half-Life2 engine. > >>> > >>>Write once, run anywhere. > >>> > >>>Example code: > >>> > >>>mod.load( "instant_fun" ); > >>>mod.mass = 200; > >>>mod.fun = mod::MAX_FUN; > >>> > >>>world.node[client.mynode].Add(mod); > >>> > >>>_______________________________________________ > >>>To unsubscribe, edit your list preferences, or view the list archives, > > > > please visit: > > > >>>http://list.valvesoftware.com/mailman/listinfo/hlcoders > >>> > >>> > >> > >>_______________________________________________ > >>To unsubscribe, edit your list preferences, or view the list archives, > > > > please visit: > > > >>http://list.valvesoftware.com/mailman/listinfo/hlcoders > >> > >> > > > > > > > > > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list archives, please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

