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Warl0ck

Quake 2 BSP vs. Half life 1 BSP

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Can anybody please tell me the differences in code between the Quake II BSP format and the Half life BSP format? I am trying to convert my Quake 2 bsp editor to a half life version, and im having extreme trouble.

so far, i know:

- header version is 30 (half life)
- the lumps are in different order (i have the correct orders)
- half life bsp stores textures externally?

If you would be so kind to help me, possibly provide me with a helpful link, I would be ever so grateful.

thank you very much everyone:)

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Half Life 1 BSP is little much more than a semi-evolved Quake 1 BSP; the formats are almost identical. Maybe have a look at the Quake 1 source code (if it doesn't make your eyes bleed too much) for a working example of loading and all the struct definitions you need.

I'd leave textures till last; they're the only really radical change from Quake 1. Focus on getting the geometry working right first.

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ok thanks, but im talking about quake 2 not quake 1, because i saw the source code, and it is very different bsp format, for example, quake1 + halflife1 have 15 lumps, whereas quake2 has 19 lumps

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Info on the HL1 BSP format would be in the source to the ZHLT, which I see is still being maintained by a few people.

The source should be somewhere on their site:

http://zhlt.info/


HL1 is based on Quake1, aside from HL specific differences (which are mostly the new bsp sections you noticed) they are very similar.

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