Awesome, sounds good to me.
I'll take a look at the func_barrels.
Awesome, sounds good to me.
I'll take a look at the func_barrels.
Alrighty, I just committed initial support for LoD terrain. Hopefully everything works properly, this one was a bit of work.
Also, some news. I'll be starting a new full-time job on the first of August, so after that point I won't be able to pull all-nighters like this one anymore. Well, not nearly as often anyway. The rest of the features we've discussed here should be relatively easy to implement, however. I should be able to do them by the end of this week.
Last edited by MofoMan2000; July 26th, 2018 at 06:41 AM.
Thanks for your work. Good luck in your new job. I recently lost mine due to the political and economic uncertainty here in the UK since the EU referendum (a farce if ever I saw one), but I'm looking to find a new one soon.
"common/vis" brushes should now be placed into their own vis_leafgroup entities. Currently only for MoHRadiant output, but might do things with it for other editors as well.
Nice job MofoMan200 and good luck with your job! You're int he same position as Razor and I so I get it. Life gets in the way sometimes, and that's okay. Keep it up!
@1337Smithy - hope you find something soon. That's a rough position to be in.
Yeah, but it's something out of my control so I try not to worry too much.
btw just tested and all looks good so far, awesome work!
I was thinking about the LoD terrains, and it occurred to me that they're essentially the same as a power 3 displacement mesh in the Source engine, without many of the features. So I set to work on converting them to displacements for Hammer, and to my surprise it actually only took a couple hours. Here it is in action in mohdm6 (Stalingrad).
https://ibb.co/mdLZto
I had to render the scene with flat colored polygons because I haven't imported any of the MoH textures into Hammer, but the heightmap is accurate.
My original intent behind making the decompiler in the first place was to make it easier to convert maps from one engine to another, and this is exactly the kind of feature that brings that goal closer to reality. These engines really aren't so different!
So I guess the only thing left was removing the brushes generated for collision with static models, and maybe looking into the func_barrel entities. Was there anything else besides the misaligned textures? I don't think there's really anything I can do about that.
That's awesome man! I remember several years ago, I actually did a MOHCS mod, that essentially brought CS to MOHAA. I converted a bunch of maps, and models and then had someone texture them for me since that wasn't my strong point. IT turned out pretty great, and it was a huge mod. I think close to 100mb or more. The goal behind that was to bring a new kind of gameplay to MOHAA. I wanted something similar to CS, because I liked the idea of gaining a currency to then use for upgraded weapons.
At the time, I used the tools I had, but they were pretty good for my needs and the maps came out alright.
Anyway, awesome job man! And great work to everyone that assisted in this!!! Next project is to convert models between engines :P
Lol, next project for me is to improve Call of Duty decompiling. My initial reverse engineering (from years ago) was very rushed, and there are many gaps in support for features. There's very little documentation of the format out there, and what little there is isn't very accurate. CoD4 actually has more documentation behind its D3DBSP format than Call of Duty 1.
Most model formats can be converted to OBJ, right? I'm sure those can be compiled for almost any given engine.