Daedalus' Forums

Home of the Bloodlines Revival Project
It is currently Mon Sep 06, 2010 11:44 pm

All times are UTC + 2 hours




Forum locked This topic is locked, you cannot edit posts or make further replies.  [ 9 posts ] 
Author Message
 Post subject: first not official map ( v.17 )
PostPosted: Tue Jul 07, 2009 2:02 pm 
Offline

Joined: Sun Jul 05, 2009 1:32 pm
Posts: 11
I present to you is the first not official map for the vampires.

I designed and wrote a compiler maps to create maps with zero.

this map used only DEV textures

Image
Image
Image


Attachments:
Texture_Towers.rar [930.21 KB]
Downloaded 39 times
Top
 Profile E-mail  
 
 Post subject: Re: first not official map ( v.17 )
PostPosted: Wed Jul 08, 2009 1:04 am 
Offline
User avatar

Joined: Tue Dec 25, 2007 5:27 pm
Posts: 69
so you were able to compile a map to run in bloodlines? Thats pretty cool. How did you do it? I thought that bloodlines only accepted version 17 or (16)? Bsps...


Top
 Profile E-mail  
 
 Post subject: Re: first not official map ( v.17 )
PostPosted: Wed Jul 08, 2009 1:48 am 
Offline
User avatar

Joined: Mon Jun 23, 2008 10:32 pm
Posts: 49
mal32 wrote:
so you were able to compile a map to run in bloodlines? Thats pretty cool. How did you do it? I thought that bloodlines only accepted version 17 or (16)? Bsps...

The map is unlit. The bsp format is partially documented here:
http://www.geocities.com/cofrdrbob/bspformat.html

The missing pieces of the structure refer to the nightime lightmapping system create by Troika. The format has not been reverse engineered to the best of my knowledge.


Top
 Profile E-mail  
 
 Post subject: Re: first not official map ( v.17 )
PostPosted: Wed Jul 08, 2009 2:45 am 
Offline
User avatar

Joined: Tue Dec 25, 2007 5:27 pm
Posts: 69
Yeah, I do remember you saying something about that before. However I'm still unsure why Troika added this night-time lightmapping system. Is there some kind of visual improvement that was found with this? Surely when they licensed the engine the default light mapping system was still there and intact. Who knows, maybe it wasn't. After all, its hard to say what was present and what was missing with that build of the engine.


Top
 Profile E-mail  
 
 Post subject: Re: first not official map ( v.17 )
PostPosted: Wed Jul 08, 2009 9:33 am 
Offline

Joined: Sun Jul 05, 2009 1:32 pm
Posts: 11
CodenameV, Where did you hear this?

This applies to LUMP_LIGHTING or LUMP_FACES?

I believe that LUMP_LIGHTING has the same format as in goldsrc

I think that MAXLIGHTMAPS was increased to 8

problems associated with shift light lightmaps few bytes

I believe that the byte unknown [32] from dface_t is actually colorRGBExp32 m_AvgLightColor [MAXLIGHTMAPS];


please testing my new compiled map

sorry for my english


Attachments:
ai_hallwalk.rar [24.86 KB]
Downloaded 21 times
Top
 Profile E-mail  
 
 Post subject: Re: first not official map ( v.17 )
PostPosted: Wed Jul 08, 2009 3:12 pm 
Offline
User avatar

Joined: Mon Jun 23, 2008 10:32 pm
Posts: 49
fire64 wrote:
CodenameV, Where did you hear this?...

From the Troika developer video interviews that are still floating around. These videos state what Troika added to and/or changed the Valve source code.

fire64 wrote:
think that MAXLIGHTMAPS was increased to 8
I believe that the byte unknown [32] from dface_t is actually colorRGBExp32 m_AvgLightColor [MAXLIGHTMAPS];

I agree.


Top
 Profile E-mail  
 
 Post subject: Re: first not official map ( v.17 )
PostPosted: Thu Jul 09, 2009 2:17 pm 
Offline

Joined: Sun Jul 05, 2009 1:32 pm
Posts: 11
valve source engine uses 4 lightstyle fo face

troyka source engine uses 8 lightstyle fo face

4 lightstyle for day + 4 for night = 8 ( nightime lightmapping system )

sorry from my bad english


Top
 Profile E-mail  
 
 Post subject: Re: first not official map ( v.17 )
PostPosted: Sat Jul 11, 2009 1:54 am 
Offline
Site Admin
User avatar

Joined: Fri Feb 02, 2007 4:42 pm
Posts: 520
Location: Victoria, Australia
Very nice work!

Quite interesting to see this, any chance you would upload your compiler for others to try out?
Lighting doesn't calculate properly I see, but that's not a big issue.

With the current Revival Installer decompiling all the textures and extracting sounds and what not, this could actually work to let people mod the original game directly from Hammer.


Top
 Profile E-mail  
 
 Post subject: Re: first not official map ( v.17 )
PostPosted: Sat Jul 11, 2009 9:38 am 
Offline

Joined: Sun Jul 05, 2009 1:32 pm
Posts: 11
Daedalus, I upload the compiler, but later.

I want to create a complete package sdk tools

bsp compiler + mdl compiler + Model Viewer + Face Poser + Hammer with support ttz

bsp compiler - 70% completed
mdl compiler + Model Viewer + Face Poser - 25% completed


Top
 Profile E-mail  
 
Display posts from previous:  Sort by  
Forum locked This topic is locked, you cannot edit posts or make further replies.  [ 9 posts ] 

All times are UTC + 2 hours


Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group