Re: HL1 For other platforms? -
03-09-2005
Well, I'd use the same maps as they come from a half-life installation.
As luck would have it, both quake3 and hldm use the info_player_deathmatch entity as start points aswell as the entity structure in the bsp being the same.
Though, im still debating on how to implement this...
I could rip out all the q3bsp code, use compile flags or simply allow both types of maps to be used and build function pointers to certain functions depending on the map type being loaded.
I'm thinking #3 is the best option, same thing with the renderer.
[Edit]
I actually might go with the quake 1 engine as I already have it loading a half-life map.
The formats are so similar that you only need to set BSPVERSION to 30 inorder for it to load.
In-game however it looks like someone painted the BMRF with bloody vomit so I'll have to work on texturing.
Last edited by Lazy; 04-09-2005 at 02:20..
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