compileX Created 2 years ago2022-01-21 18:14:48 UTC by Meerjel01 Meerjel01

Created 2 years ago2022-01-21 18:14:48 UTC by Meerjel01 Meerjel01

Posted 2 years ago2022-01-21 18:14:48 UTC Post #346214
Can someone work with compiler tool source codes here? I still can't let go of the vanishing of the Xbox tools so I would want someone to work on new ones.

chipsnapper/HL2-Xbox-research

I wish I could do it but I'm not an extreme programmer yet. It's deniable but a good challenge to do this. And maybe if I'm not gonna use it then someone else might have use of it.

Pretty please?
Meerjel01 Meerjel01I want to be a Meerjel
Posted 2 years ago2022-01-23 02:18:17 UTC Post #346219
Which vanishing do you mean?
Posted 2 years ago2022-01-23 07:37:58 UTC Post #346221
Since access to the discord server was removed.
Meerjel01 Meerjel01I want to be a Meerjel
Posted 2 years ago2022-01-23 08:38:09 UTC Post #346222
Oh, I didn't realise there were compile tools for the Xbox version of Half-Life 2.
What was there? Episode One studiomdl and early map compile tools (maybe Custom Source Tools a.k.a cst) should work out of the box I think - just no .xtf exporter.
Posted 2 years ago2022-01-23 08:46:02 UTC Post #346223
They made their own bsp and rad tools(And maybe vis) from the Sin Episodes SDK. Yes the cst tools works too but there's no lightmapping in the Xbox version.

EDIT:
Segment 3

This segment has a video showcasing an old map I want to test in the console. It's called tesrt.
Meerjel01 Meerjel01I want to be a Meerjel
Posted 2 years ago2022-01-27 10:24:07 UTC Post #346236
Ah - maybe there would be information in the original Source SDK but it was probably removed with the Episode One changes.
Posted 2 years ago2022-01-27 12:06:07 UTC Post #346239
Yes it might have been removed. But the Xbox research repo on the top might give someone a clue how to work with making custom tools. Isn't the CSTs open sourced? Cause that would be a good start I think.

You're a programmer I believe and might be interested in working on this. (Unless you have too much to do like everyone else)
Meerjel01 Meerjel01I want to be a Meerjel
Posted 2 years ago2022-01-30 09:41:57 UTC Post #346240
Yes CST is open source.

My plate is full and I'm not too familiar with how rad or lighting works. I want to read Michael Abrash's book at some point though.
Posted 2 years ago2022-01-30 13:10:05 UTC Post #346242
You don't need to rush on this cause I can keep myself occupied for awhile. I don't think you have to do anything to the light baking cause if you look at the research repo the bsp lumps are different from the original. I think it's that you have to do when you or someone else will get to this.
Meerjel01 Meerjel01I want to be a Meerjel
Posted 2 years ago2022-02-26 13:45:33 UTC Post #346299
Anyone willing to help with this? I'm still not good enough to make it alone.
Meerjel01 Meerjel01I want to be a Meerjel
Posted 2 years ago2022-03-29 11:52:24 UTC Post #346385
Meerjel01 Meerjel01I want to be a Meerjel
Posted 2 years ago2022-05-22 13:46:30 UTC Post #346539
Bump*

Gonna try work on this a bit and hope someone comes by to help. I'm gonna use the source code for the cst to make a custom vrad compiler that can make lightmaps appear correctly.
Meerjel01 Meerjel01I want to be a Meerjel
Posted 1 year ago2023-05-11 11:34:37 UTC Post #347507
Bump*

After awhile I've figured that the cst isn't needed since there's other 2005 based compilers somewhere. The Sin Episode SDK worked better for the Xbox and are a better bet for modification for the OG Xbox port. I'm still no Source Engine programmer so I ask again if someone can help here.

Sin Episodes SDK Download

The Xbox community would be in depth if someone finished this.
Meerjel01 Meerjel01I want to be a Meerjel
Posted 1 year ago2023-05-14 13:52:48 UTC Post #347511
Change of plans. I will pay whoever is willing to code and create the compiler tools from the Sin SDK. Anyone that can program in the compiler's code is accepted. Further information will be given when willing.
Meerjel01 Meerjel01I want to be a Meerjel
You must be logged in to post a response.