salamanderrake 4 Posted August 20, 2013 Report Share Posted August 20, 2013 Is there any way to get map building support in DR for source based games? I know this is unrelated to DM but still it would be cool and DR could be so much more them a level editor for just DM. Quote Link to post Share on other sites
New Horizon 523 Posted August 20, 2013 Report Share Posted August 20, 2013 Dark Radiant is an open source project so if anyone wanted to tackle such support, it should be possible...barring any major differences in how source handles maps I suppose. Highly unlikely to find anyone with time to write such support on the TDM team though. Quote Link to post Share on other sites
SeriousToni 481 Posted August 20, 2013 Report Share Posted August 20, 2013 Why build for Source Games when you can build for TDM?? Quote "Einen giftigen Trank aus Kräutern und Wurzeln für die närrischen Städter wollen wir brauen." - Text aus einem verlassenen Heidenlager Link to post Share on other sites
stumpy 242 Posted August 20, 2013 Report Share Posted August 20, 2013 (edited) not actually sure it could be done anyway, the way the brushes and entities are defined in source is a lot different to doom3, doom3 map scripts are in a separate file and source script is in the vmf map file, and there are 3 versions of source so you would have to create 3 versions of a darkradiant game file, you would be better sticking to the source editor as it gets regular updates by someone at valve, and as source has had regular changes over the last 18 months, to make it compatible with the xbox and that the maps it produces, work the same way on a pc as they would work on a xbox. cos originally source could use 2200 entities and its been cut down to about 1700 entities for everyone so that maps made on a pc also work on a xbox.So there could be xbox related things in source map files now, so then you could be heading into the dark water's surrounding microsofts intellectual property. Edited August 20, 2013 by stumpy Quote Link to post Share on other sites
salamanderrake 4 Posted August 20, 2013 Author Report Share Posted August 20, 2013 (edited) I am on linux and it does not seem that anytime in the future that hammer will be ported to linux. The map compiling toolset is already working on linux with some minor hookups in the vrad but the posix ports are getting pushed up stream some time so they will be fixed eventually. The only real major hookup I see is getting all the map data that hammer uses, like the types of items and entities from what it is named/called in DR. all .vmf is is a text file with a bunch of { } sections.is .map a binary format? and what ever anyone thinks they all have the same root family to quake map format in there some where. Unless valve drastically changed it, it should be close to the map format. Edited August 20, 2013 by salamanderrake Quote Link to post Share on other sites
Obsttorte 1504 Posted August 20, 2013 Report Share Posted August 20, 2013 is .map a binary format.If this is suppossed to be a question, the answer is no. You can open up map files in a text editor to see how their format is like. Quote FM's: Builder Roads, Old Habits, Old Habits Rebuild Mapping and Scripting: Apples and Peaches Sculptris Models and Tutorials: Obsttortes Models My wiki articles: Obstipedia Texture Blending in DR: DR ASE Blend Exporter Link to post Share on other sites
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.