Anders Jenbo wrote:
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)
I am not a mapper myself, IANM.
Looks to this mail from the QuArk mail list:
>>>>
> > Hi, I'm the lead level designer for the Hostile Intet mod for Half- > Life (www.hostileintent.org). My development team just got off the > phone with Doug Lambardi from Valve regarding some issues they are > assisting us with the converstion to Half-Life 2. One of the things > they said was "we should not have to worry about development tools > because they will have plugins for all the major programs used.. from > Maya to QuArK ... Some will be released with the sdk and more will > follow after release". > > So that is good news for guys like me who don't want to learn Hammer, > and those like me that use QuArK has their main level editing > program. Keep up the good work QuArk team!
<<<<
Maybe support for 3th editor can come has a on-the-fly convertor from .map to .rmf, or maybe compilers tools can work with .map
Anyway IF valve provide the tools src (and the ability to distribute changes) , can be posible to write better and faster tools (vis, light,whatever..) , support faster than pc architectures (distributed, PPC, etc.. ) and compatibility stuff.
----- 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);
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