Nice! Ah, Hammer... *sighs* not used it in a long time.
I remember when I mapped for CoD 1 and everyone kept saying it was impossible to decompile the maps lol... CoD 1 is based off the RTCW id Tech 3 engine isn't it?
Nice! Ah, Hammer... *sighs* not used it in a long time.
I remember when I mapped for CoD 1 and everyone kept saying it was impossible to decompile the maps lol... CoD 1 is based off the RTCW id Tech 3 engine isn't it?
BTW, could you provide a binary for those of us that don't have a compiler? :P I noticed on the git source you don't have any releases posted.
http://www.mediafire.com/file/l4qvcw...lease.rar/file
Should be the latest release.
Yeah, sorry for not providing a build, things are developing quickly so it's easy to forget. It does help that C# compiles in about two seconds.
I went on another frenzy last night. I had a second look at the UberRadiant terrain format and I was able to convert the MoHAA terrain to that as well (that one's for you, chris!), and they are both converted to displacements when decompiling for Hammer. Most everything else I did was just bug fixing for Hammer output. But it's good stuff!
I've really enjoyed getting back to this project, I want to have the MOHAA parts in a good state before the end of the month and I think it's almost there.
Well, I've looked into removing the automatically generated clip brushes, and I don't really see any way of doing it that doesn't result in false positives.
As for func_barrels, at least in MOHDM6, they're brush based entities made entirely up of patches. I didn't even realize patches could be used in entities other than the world. Adding support for that also fixed some weirdness I noticed in EF2 maps, I just thought the level designers were insane. That's what happens when I make stupid assumptions!
Anyway here's a build for folks to use. Hopefully I didn't introduce any horrific bugs.
https://drive.google.com/open?id=1x-...eN8eXo-riBUtDO
The CoD games are a bit more annoying than I thought they'd be. I'm gonna have to add support for all these different Radiant formats separately. Currently anything with a terrain definition will actually crash GTKRadiant, Uberradiant terrains can't be used in MoHRadiant or vice versa, and the CoD series uses even more different things. This will be a bit of a challenge.
Not to mention I still need to do more reverse engineering work on CoD's BSP files. I think I'll just have to take it one game at a time, starting with CoD1, trying to figure out its terrain format. From what I can see, it tessellates differently from the other engines so even if the heightmap is identical the terrain will have a slightly different geometry to it.
Should be interesting times ahead if you're following that development. As far as MOHAA goes I'm pretty satisfied with how it's turned out at this point. But there may be other applicable improvements to it from other work that happens (like adding patches to entities for mohdm6 fixed crap in EF2).
I'm sure I'll follow the progress. I have both CoD and CoD: UO, as well as the SDK installed (I did some mapping for it earlier this year actually). So I'm in a good position to do it.
Oh, and speaking of which, if you like to see developer commentary, Mackey McCandlish plays through his CoD 1 levels on his YT channel. For people who don't know, Mackey was a level scripter / designer for MOHAA (he scripted the infamous sniper town etc...). Hopefully his code is neater in his later games :P.
Last edited by 1337Smithy; August 1st, 2018 at 08:03 AM.
Nice work! I'm going to sticky this thread because I think many will find this very useful! Thanks for the share and keep up the great work everyone!
Edit: I think I already stickied it and forgot. lol. Anyway, keep up the great work!