I've made outdoor areas plenty in the engine, and it handles them well. The PVS/VIS implementstion is still the same as what Half-Life had, but you can use things like fog to limit the draw distance. Overall though the engine is optimized to render everything in retained mode, so it's much faster than GoldSrc ever was, when it comes to pumping out large amounts of epolys and wpolys.
It's mostly still just a better version of the HL1 BSP format. The main differences are higher limits for things like nodes, clipnodes and leaves, and of course lightmaps(no more allocblock errors). You can craft significantly larger and more detailed maps without running into any engine limitations. The limit isn't the sky, but it's high enough that I realistically don't think anyone will bump into them unless they really go crazy. And even then, the compiler's limit defines can be extended even more with no problems.
Kind of, but I didn't go all-out on replicating the appearance of the original person who inspired the idea, for obvious reasons. It's an approximation, with a little bit of Pamperchu added for extra measure.
Thank you, and yeah it is a labor of love, as weird as that sounds. Even if it was a random stupid idea, I wanted to finish it, and so I did, and I don't regret it.
Commented 7 months ago2024-04-18 15:43:30 UTC
in journal: Hiatus(Yes, again)Comment #106138
Thanks for your kind words and for your best wishes. I'm glad you find Pathos promising, and responses like these are what make me reinforce that I want to keep supporting it.
I don't really have the time to make such changes, as I'm developing a game, and I have a job. I'm afraid someone else will have to do that. Hell, maybe it could be you.
@Meerjel01:
The logic itself is mostly the same, but I did refine the graph generation code as much as possible.
@Admer456:
I use the MIT license for Pathos. The headers for the model format are available, along with the actual render code. I personally am not thrilled at the idea of adding support for another model format, but who knows? Maybe future forks will do that.
I have my own version of func_detail, had it for a long time now. It's basically a func_wall with zhlt_noclip always set to 1, and it's set to SOLID_BSP in the entity code. This way, bullets and other objects will still collide with it. For player/npc collisions, I can just wrap it up in a far simpler CLIP brush(this bruh not being tied to the entity). This has allowed me to save a lot on clipnodes.
Commented 2 years ago2021-12-11 16:12:11 UTC
in vault item: BowieworldComment #103866
I love this map pack. It's simple yet captures the artistic style of Bowie quite well with the glum streets, and the colors and designs, the contrasting colorful/bright interiors. Feels like a great way to honor Bowie and his memory. So, overall good work.
I'm sorry about your loss, my honest condolences. One of my worst fears is losing family members and others close to me to this virus. I'm just waiting for it to happen, but I hope it won't.
Commented 4 years ago2020-04-02 07:44:46 UTC
in journal: HL Model packs by meComment #102620
It was never my aim really to make the models very realistic, I just really wanted to fix the UV issues and do use the best animations available, but I might take a look later on that article you linked.
This comment was made on an article that has been deleted.
The logic itself is mostly the same, but I did refine the graph generation code as much as possible.
@Admer456:
I use the MIT license for Pathos. The headers for the model format are available, along with the actual render code. I personally am not thrilled at the idea of adding support for another model format, but who knows? Maybe future forks will do that.