Jean-Sébastien Guay wrote:
Hi Jason,
Cool! So what tools are used to make .bsp files in Half-Life 2? Or more
to the point, what tools will we open-source users be able to use to
make some, to use in OSG with your plugin?
I'm not a HL2 modder, so don't take this as ground truth. I believe
Valve's own Hammer tool is the editor that ultimately creates .bsp
files. Hammer generates a .vmf file, which is compiled by the various
tools into the final .bsp.
So if I understand well, .bsp is used for the maps themselves, and .mdl
for the actors, props and dressing in the level? Is that approximately
correct?
Right. Things like doors, windows, crates, barrels, etc., as well as
the animated characters are all .mdl files.
So none of those nice specular maps and fancy shaders will be supported?
I expect actual HL2 maps will look quite different when loaded into OSG
compared to in the game if that's the case. Any plans to make it more
complete?
They do look a bit different yes, (in particular, water isn't supported
at all yet). I think they still look pretty good, though. It wouldn't
be too hard to improve, though. I think adding support for the light
maps would be fairly easy, for example. It's just that plain old vertex
lighting is good enough for the sponsor right now. :-)
Each material in Source is associated with a shader, so it's just a
matter of implementing those shaders inside the plugin. Some ("Water")
are more complex than others ("VertexLitGeneric").
--"J"
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