.:: Bots United ::.

.:: Bots United ::. (http://forums.bots-united.com/index.php)
-   Half-Life 2, Source and Source Games (http://forums.bots-united.com/forumdisplay.php?f=58)
-   -   Source SDK full release next week! (http://forums.bots-united.com/showthread.php?t=3054)

stefanhendriks 02-12-2004 14:03

Re: Source SDK full release next week!
 
so i can download it!? ?

anyway, i will just read other stuff and oh shit, i have some shitload of study to do too. heh, better do that first ;)

Cheeseh 02-12-2004 16:30

Re: Source SDK full release next week!
 
Well I remembered I got VS.NET from university and I've installed it to check out the hl2 source :) Only thing is it keeps complaining about source control, I don't think that's needed though eh?

sfx1999 02-12-2004 21:27

Re: Source SDK full release next week!
 
I've seen a couple references to Quake 2 and Team Fortress 2 in the compile tool source code...

stefanhendriks 02-12-2004 21:30

Re: Source SDK full release next week!
 
could you post some snippets?

sfx1999 02-12-2004 21:37

Re: Source SDK full release next week!
 
Well, it was in the change log for VBSP:

Code:

// -----------------------------------------------------------------
 // JAY:
 //
 DONE: Fix tools for HL2/TF2 coordinate space
 DONE: Load textures from Half-Life .WADs
 DONE: Write out Q2 texture format (not miptex)
 DONE: Write test map viewer
 DONE: Test detail brushes
 DONE: view portals to test
 NOT DOING:Write out HL style collision trees
 DONE: new engine loader
 DONE: new vis in HL2 engine - looks simple now
 DONE: Do QRAD backwards? i.e. use Valve QRAD, and merge in the Q2 file formats?  probably
 DONE: Integrate Ken's qrad code into qrad3
 DONE: add area portal visibility to HL2 engine
 DONE: write area portal entities for HL2/TF2
 DONE: test area portal code
 Split clusters for outdoor vis
 
 // -----------------------------------------------------------------
 
 QBSP3 Chop is based on recursive subdivision. 
  - Force natural alignment of some sort to eliminate slivers where brushes meet ?
 
 
 Use Q2 style ladder indicator? yes
 Use Q2 style friction indicator? probably or not if physics based
 
 
 // -----------------------------------------------------------------
 // CHARLIE:
 //
 
 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
 NOTE: set DISP_PROTO to compile with displacement map info -- not on by default until
          the prototype is done, the checked in .exe does not have displacement map functionality
 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
 
 DONE: put DISP_PROTO defines around all of the displacement code until prototyping is done
 DONE: add displacement map structure
 DONE: add displacement face structure
 DONE: change face/side structures to accept displacement texinfo and displacement face indices
 DONE: change .map loader to parse displacment map info
 DONE: don't allow merge or subdivision of displacement faces
 DONE: when splitting brushes, the new generated side get initialized to -1
 DONE: add find displacement face functionality, then create it if not found
 DONE: add find displacement map functionality, then create it if not found
 DONE: initialize the displacement data before loading the .map file
 initialize the face data with dispface and dispmap = -1, is this necessary????
 DONE: copy from bsp tool face to bsp file face -- the displacement info
 DONE: add/copy lumps
 DONE: swap data for writing to bsp -- not really necessary, but to keep in sync with the rest
 DONE: write .bsp data out
 DONE: add displacement data to .bsp statistics -- print file
 
 Test maps:
 DONE: map where disp face gets split by block node
 DONE: map where disp face attempts merge/split
 DONE: map with texture disp face
 DONE: map with lots of disp faces
 DONE: map with multiple disp faces referencing one map
 DONE: map with multiple disp faces on one brush
 DONE: map with multiple disp faces on one brush referencing one map
 DONE: map with funky texture split encased on one portal
 
 //------------------------------------------------------------------



All times are GMT +2. The time now is 07:13.

Powered by vBulletin® Version 3.8.2
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.