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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