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Blue Shift BSP format
The Blue Shift BSP Format is slightly different from the ordinary HL engine BSP format:
This is the "original" one: Code:
#define LUMP_ENTITIES 0 Code:
#define LUMP_PLANES 0 |
Re: Blue Shift BSP format
Well that's silly. Why did they change the format?
Did you use your l33t h4x0r skillz to figure that out? I've looked at the Half-life BSP format and I've found out that is pretty much identical to the Quake one, but someone told me that the lightmaps are different. I looked through the code and I could have sworn that the lightmaps were identical. Can someone explain this to me? |
Re: Blue Shift BSP format
The lightmaps are identical to Quake I.
The dynamic lights are different (Quake didn't support colored dynamic lights and Half-Life does). botman |
Re: Blue Shift BSP format
I don't get it. If the lightmaps are greyscale, then how does texture lighting work? It accepts 24-bit color values.
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Re: Blue Shift BSP format
Does anyone know? Please tell me.
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Re: Blue Shift BSP format
Many thanks for the info Whistler, now I finally succeeded in porting Blue Shift to Steam.
For those who are interested you need to use Half-Life's game DLL and client DLL, replace monster_rosenberg with monster_scientist (all that the Dr Rosenberg does is scripted, and the skin of the guy is in the scientists model, so I wonder why the heck they needed a monster_rosenberg ?), and in order to get the armor and helmet replace all the item_armorhelmets with item_batteries - all you need then is to change the w_battery model with the kevlar+helmet one :) You can then change the value for the batteries and the color of the HUD to blue and voilą, Blue Shift runs as a HL mod with the Steam engine ! |
Re: Blue Shift BSP format
There are six new or modified entities in Blue-Shift:
http://collective.valve-erc.com/inde...lue&expand=all monster_generic was modified so the head would follow the player with a flag. as for the Doc: monster_rosenberg description The monster_rosenberg entity is a custom entity for the Dr. Rosenberg character in Half-Life: Blue Shift. usage The entity is based on the monster_scientist code with the following modifications:
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Re: Blue Shift BSP format
not at all :)
In fact the Blue Shift code is rigorously identical to the HLSDK's game DLL one, except these microscopic additions. It's a bit of shame the Gearbox guys sold this game that expensive regarding the amount of work that's been put in. It's half shorter than most of the third party single player mods, and it's the HL physics, HL weapons, HL DLL, everything. They did nothing at all but to change the order of these 2 lumps in the BSP files in order to fool people into thinking they've made significant changes to the engine. In fact they made none at all. Opposing Force was a good game with some original content, but clearly, Blue Shift is a joke :) *edit* oh and FYI I finished the game under Steam for testing, and everything works perfectly :D |
Re: Blue Shift BSP format
Basically for the scientist, you have to change this:
Code:
int CScientist :: TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType) Code:
int CScientist :: TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType) |
Re: Blue Shift BSP format
I get no problems at all. The head spawning for the Dr Rosenburg works as is because it's recorded in the entity key/values in the BSP file. Everything works perfectly, I didn't need to change anything but the HUD colors in the client DLL. You wouldn't tell the difference with the original Blue Shift DLLs. :)
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Re: Blue Shift BSP format
What about when you shoot the Doc? Does he run?
Any problems with NPCs not looking at you? |
Re: Blue Shift BSP format
Last time I did that, the Doc died and the game ended because I shot dead the main character :D
Anyway I prefer a scientist that runs for his life than a dumbass who waits at my feet for me to shoot him down. :) yup btw, in this game it's the player who's supposed to follow the Doc, and not the contrary, so in fact this case cannot happen ;) All the other NPCs look in the right direction... why wouldn't they so ? |
Re: Blue Shift BSP format
Well, monster_generics have a look at player flag now.
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Re: Blue Shift BSP format
actually there's one slight problem though : the env_warpballs don't show. Just noticed that today. Oh well, I could make a metamod plugin to make them work again but I'm lazy today.
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Re: Blue Shift BSP format
Or you could just take you're preexisting SDK and modify it. Really not that difficult.
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Re: Blue Shift BSP format
about the blueshift client/game dll: actually it's based on HLSDK 1.0. The Gearbox guys just used an old version of HL engine (1.0.1.x version).
Also the sentences names of "ordinary" scientist and Dr.Rosenberg are different: scientist is SC_*, Rosenberg is RO_*. |
Re: Blue Shift BSP format
Sorry to bump an old thread, but does anyone have the modified dll files that allow you to play BS under Steam?
Cheers!! |
Re: Blue Shift BSP format
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Re: Blue Shift BSP format
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Thanks for that. I tried to do what you suggested to the dll files, but just couldn't get it right... How would you feel if I posted about this in the Steam forums? Or do you think it may cause trouble? Cheers for now (and thanks again!!!) |
Re: Blue Shift BSP format
"How would you feel if I posted about this in the Steam forums? Or do you think it may cause trouble?"
I don't think this is essentially too different from a no-CD crack patch anyway :) so better not post it on Steam forum |
Re: Blue Shift BSP format
Hmm.. that's why I asked, because I have been warned about posting stuff I did with modified Counterstrike XBox files before... Ho Hum.. they don't know what they are missing.
BTW - As an aside.. I just copied my Gunman Chronicles folder over to Steam and it seems to work... Do you think I am going to encounter any problems as I go? Cheers for now |
Re: Blue Shift BSP format
so, did you manage to get your Blue Shift to work or not ?
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Re: Blue Shift BSP format
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I am just in the process of making a new splash screen for it in the style of the HL one. I haven't found quite the right one, but this will do for the minute! http://i6.photobucket.com/albums/y22...blue_shift.jpg If anyone wants those files, just let me know. So.. about Gunman? ;) Cheers for now Jon |
Re: Blue Shift BSP format
Nice job!
Look, if you can send me the same picture without the menu text, I turn it into a genuine Steam splash screen and I add it to the patch :) |
Re: Blue Shift BSP format
Well, I can't really take the credit for it, apart from searching the internet for around 5 hours looking for the right image. I knew there was some art around just like the standard HL splash screen with Gordon on it and the lambda logo.
I happened across this one and merely resized it etc. It's not quite the image I am looking for as the logo and Barney are too big. I'd sooner have more of his body in like in this box art... http://www.mobygames.com/images/cove...3442208-00.jpg It would be nice to have the OpFor one too... http://www.mobygames.com/images/cove...0748553-00.jpg I've cobbled together one for Gunman too, but I'm really not happy with that as I need to change the font to a darker one. I'm trying to mix and match the "G" logo on this image... http://www.mobygames.com/images/cove...0457409-01.jpg ...with the geezer on this image... http://www.mobygames.com/images/cove...6362118-00.jpg The annoying thing is that Valve or Gearbox will have these wallpapers sitting around somewhere, but never released them. Anyway.. here's the 800x600 version of that pic.. http://i6.photobucket.com/albums/y22...ck_800x600.jpg If you want the bmp, MSN me - talismanisland@hotmail.com BTW - tga files to follow.... when I'm happy with them. |
Re: Blue Shift BSP format
1 Attachment(s)
I'm adding a hl.dll file which has Dr. Rosenberg and the BS armor implemented...
(sorry for no source code, but this is very old and the code is nowhere to find :() |
Re: Blue Shift BSP format
1 Attachment(s)
A bit happier with this tga for the logo, but still trying to find a transparent one...
Enclosed background too.... |
Re: Blue Shift BSP format
You should change the text color to black, or something darker IMO
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Re: Blue Shift BSP format
The menu text looks okay to me in game.
I've been messing about with the Uplink Demo today. Got that functioning under it's own Steam install. Not too difficult actually as it seems to work with the latest HL dll files. Never actually played it before so it was a nice change :) |
Re: Blue Shift BSP format
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Just found an image to go with my original Gunman Chronicles background for Steam. http://img147.imageshack.us/img147/7...lash2rw.th.jpg Only spent a couple of minutes on this, so I think it could actually look nicer given a bit of care (and work by someone who is proficient at artwork and Photoshop!) It's a cross between the US boxart and the UK artwork for the game... seems to go quite well apart from the fact the the text is a bit light for it on the left hand side. If anyone wants to make a more "professional" attempt I can supply the files I have used. Cheers for now |
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