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-   -   Blue Shift BSP format (http://forums.bots-united.com/showthread.php?t=2437)

Whistler 10-08-2004 01:29

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
#define        LUMP_PLANES                1
#define        LUMP_TEXTURES        2
#define        LUMP_VERTEXES        3
#define        LUMP_VISIBILITY        4
#define        LUMP_NODES                5
#define        LUMP_TEXINFO        6
#define        LUMP_FACES                7
#define        LUMP_LIGHTING        8
#define        LUMP_CLIPNODES        9
#define        LUMP_LEAFS                10
#define        LUMP_MARKSURFACES 11
#define        LUMP_EDGES                12
#define        LUMP_SURFEDGES        13
#define        LUMP_MODELS                14

But the Blue Shift is:
Code:

#define        LUMP_PLANES                0
#define        LUMP_ENTITIES        1

If you don't get what I'm saying above - You just need to use a hex editor and cut'n'paste the 5th-12th byte (note it's CUT'n'paste, not COPY'n'paste) after the 20th byte in Blue Shift maps and you'll get them read correctly in the ordinary HL engine.

sfx1999 11-08-2004 15:32

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?

botman 12-08-2004 15:10

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

sfx1999 13-08-2004 17:07

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.

sfx1999 20-08-2004 05:48

Re: Blue Shift BSP format
 
Does anyone know? Please tell me.

Pierre-Marie Baty 23-08-2004 02:54

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 !

sfx1999 23-08-2004 04:56

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:

  • More health than a normal monster_scientist
  • If the player accidentally or intentionally shoots the monster_rosenberg it does not get angry/scared and refuse to follow the player.
  • Uses custom dialogue set up in the sentences.txt
  • Uses a custom unique head for its model (default body 3). This head replaces the "Slick" scientist character head.
The monster_rosenberg entity uses all the common monster properties and spawn flags with special note to the properties below.

  • Body (body) - The default body uses the unique Dr. Rosenberg head which replaces the "Slick" scientist character head (3). Note that other bodies/heads can be implemented in the same manner in which the monster_scientist entity does.
These would not be difficult to implement, now would they?

Pierre-Marie Baty 23-08-2004 07:53

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

sfx1999 23-08-2004 17:39

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)
 {
 
        if ( pevInflictor && pevInflictor->flags & FL_CLIENT )
        {
                Remember( bits_MEMORY_PROVOKED );
                StopFollowing( TRUE );
        }
 
        // make sure friends talk about it if player hurts scientist...
        return CTalkMonster::TakeDamage(pevInflictor, pevAttacker, flDamage, bitsDamageType);
 }

To this:

Code:

int CScientist :: TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType)
 {
 
        //if ( pevInflictor && pevInflictor->flags & FL_CLIENT )
        //{
        //    Remember( bits_MEMORY_PROVOKED );
        //    StopFollowing( TRUE );
        //}
 
        // make sure friends talk about it if player hurts scientist...
        return CTalkMonster::TakeDamage(pevInflictor, pevAttacker, flDamage, bitsDamageType);
 }

And fix the head spawning code. You also need to modify the generic monster or you might get some nasty problems.

Pierre-Marie Baty 23-08-2004 19:13

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. :)

sfx1999 23-08-2004 19:35

Re: Blue Shift BSP format
 
What about when you shoot the Doc? Does he run?

Any problems with NPCs not looking at you?

Pierre-Marie Baty 23-08-2004 20:36

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 ?

sfx1999 23-08-2004 22:17

Re: Blue Shift BSP format
 
Well, monster_generics have a look at player flag now.

Pierre-Marie Baty 24-08-2004 00:10

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.

sfx1999 24-08-2004 00:23

Re: Blue Shift BSP format
 
Or you could just take you're preexisting SDK and modify it. Really not that difficult.

Whistler 25-08-2004 06:10

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_*.

Rusty Le Cyborg 25-05-2005 18:05

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!!

Pierre-Marie Baty 25-05-2005 23:14

Re: Blue Shift BSP format
 
I feel generous ;)

http://filebase.bots-united.com/inde...on=file&id=314

Rusty Le Cyborg 27-05-2005 08:50

Re: Blue Shift BSP format
 
Quote:

Originally Posted by Pierre-Marie Baty

...and very generous you are!!! Thanks!!!

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!!!)

Whistler 27-05-2005 12:39

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

Rusty Le Cyborg 27-05-2005 13:42

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

Pierre-Marie Baty 28-05-2005 03:00

Re: Blue Shift BSP format
 
so, did you manage to get your Blue Shift to work or not ?

Rusty Le Cyborg 28-05-2005 10:41

Re: Blue Shift BSP format
 
Quote:

Originally Posted by Pierre-Marie Baty
so, did you manage to get your Blue Shift to work or not ?

I certainly did :) You made a nice job of it and everything seems to being working well (not had time to go through it all though). I even put the Hi Def pack into it.. looks very nice indeed.

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

Pierre-Marie Baty 28-05-2005 15:11

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 :)

Rusty Le Cyborg 28-05-2005 17:51

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.

Whistler 29-05-2005 04:54

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 :()

Rusty Le Cyborg 29-05-2005 10:26

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....

Pierre-Marie Baty 29-05-2005 13:27

Re: Blue Shift BSP format
 
You should change the text color to black, or something darker IMO

Rusty Le Cyborg 30-05-2005 16:55

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 :)

Rusty Le Cyborg 04-08-2005 23:17

Re: Blue Shift BSP format
 
Quote:

Originally Posted by Rusty Le Cyborg

BTW - As an aside.. I just copied my Gunman Chronicles folder over to Steam and it seems to work...

Sorry about the bumpage for an old thread, but I thought I'd share this.

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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