Search found 23 matches

by Qweasy908
Oct 19th '20, 14:31
Forum: Projects
Topic: Make Marathon maps in Source engine
Replies: 3
Views: 244

Re: Make Marathon maps in Source engine

If I recall correctly, Weland can export the maps in .obj format to check the general shape. Mesh only, no textures, objects etc. I never found a way to import .obj maps to the Hammer Source map editor. Have you seen the Half-Life 1 mod Marathon Rampancy? https://youtu.be/TIUIsJ_ER-E I think the ma...
by Qweasy908
Oct 17th '20, 20:50
Forum: Projects
Topic: Make Marathon maps in Source engine
Replies: 3
Views: 244

Make Marathon maps in Source engine

I have the knowledge on how to make Marathon maps in Source engine.
There are no import tools.

Only two maps currently.

Hats Off to Eight Nineteen in Garry's Mod.
https://youtu.be/0aq3sSf62Gs

The other map I'm copying is Pfhactory N’Utopia.
pfhactorynumap.png
by Qweasy908
Oct 15th '20, 20:20
Forum: Projects
Topic: Marathon Unity
Replies: 31
Views: 8466

Re: Marathon Unity

I have an idea on how to continue this project. Program a automatic portal system using the stencil buffer and use code from Hopper's 5-D Intersections plugin for Weland. Here is how I would program automatic portals. Check for 5D space intersections and ignore those polygons that intersect, then bu...
by Qweasy908
Jun 20th '20, 17:40
Forum: Projects
Topic: Marathon Unity
Replies: 31
Views: 8466

Re: Marathon Unity

Munity uses plane clipping to handle overlapping geometry. I use stencil buffer portals and layers to separate the polygons that occupy the same space in unity. Separate the polygons or groups of polygons into two or more layers and the stencil shader portals separate the polygons visually. The port...
by Qweasy908
Feb 27th '20, 18:11
Forum: Marathon Discussion
Topic: A new game engine for Marathon?
Replies: 6
Views: 1629

A new game engine for Marathon?

Researching portal rendering has given me the knowledge that it can work with a 3D game engine. A 3D game engine would be the next step to improve things. I found an old flipcode article that explains how it works and found info on making a visibility tree. A portal rendering engine has to deal with...
by Qweasy908
Aug 9th '19, 23:51
Forum: Aleph One Discussion
Topic: Load & unload polygons?
Replies: 3
Views: 1784

Re: Load & unload polygons?

Thanks for the answers to my questions.

I think the appearing and disappearing polygons has something to do with portal rendering when its culling hidden portals and polygons.

I found a book that has info about portal culling and maybe that allows overlapping polygons.
by Qweasy908
Aug 2nd '19, 19:04
Forum: Aleph One Discussion
Topic: Load & unload polygons?
Replies: 3
Views: 1784

Load & unload polygons?

I don't know how Aleph One only loads part of the map the player is around instead of loading the entire map.

Does Aleph One load and unload polygons?

How does Aleph One load the map around the player?

What are map indices?

The maps are big and unloading hidden polygons would save memory.
by Qweasy908
Jun 16th '19, 17:11
Forum: Marathon Discussion
Topic: Desktop background from forge tutorial videos
Replies: 0
Views: 878

Desktop background from forge tutorial videos

I extracted the desktop background from the forge tutorial videos.

Ready for a Macintosh emulator.
by Qweasy908
Apr 24th '19, 16:15
Forum: Aleph One Discussion
Topic: How does 5D space work?
Replies: 4
Views: 2057

Re: How does 5D space work?

Thanks for all the information. I've got plans to make a map viewer when I understand the source code.
by Qweasy908
Apr 23rd '19, 18:49
Forum: Aleph One Discussion
Topic: How does 5D space work?
Replies: 4
Views: 2057

How does 5D space work?

I'm trying to figure out how portal rendering makes 5D space possible. Where in the Aleph One source code are the parts that make 5D space happen? I want to know why the space inside each polygon is separate from other polygons.
by Qweasy908
Apr 12th '19, 14:40
Forum: Mapping
Topic: Aye Mak Sicur, but its Garry's Mod
Replies: 3
Views: 2082

Re: Aye Mak Sicur, but its Garry's Mod

Halls3 is a re-imagining remake of Halls of Death, cool. When valve designed Source Engine I think they planned for games like Marathon. My plan is a exact remake of Aye Mak Sicur or the multiplayer version Pfhactory N' Utopia, going for a retro look using the original infinity textures. I could mak...
by Qweasy908
Apr 11th '19, 13:35
Forum: Marathon Discussion
Topic: 3D game engine that works like marathon
Replies: 6
Views: 2478

Re: 3D game engine that works like marathon

Here's a good example for how to build that kind of an engine: https://youtu.be/HQYsFshbkYw I know the title says "Doom-style Engine" but it is really a Build-Style engine, using portals an enabling for overlapping sectors, as is done in Duke Nukem 3D and Marathon. Have you read Fabian Sanglards ex...
by Qweasy908
Apr 10th '19, 15:04
Forum: Mapping
Topic: Aye Mak Sicur, but its Garry's Mod
Replies: 3
Views: 2082

Aye Mak Sicur, but its Garry's Mod

Have you seen the half life 1 mod marathon rampancy? http://forums.bungie.org/story/?read=63190 It has Pfhactory with infinity textures, but I don't know why Pfhactory N' Utopia / Aye Mak Sicur wasn't made. I think the map can work in source engine so now I'm recreating it for Garry's Mod. With all ...
by Qweasy908
Feb 25th '19, 16:36
Forum: Editors, Emulation, Etcetera
Topic: Weland Won't Open
Replies: 3
Views: 1473

Re: Weland Won't Open

Did you try gtk-sharp-2.12.20?
Version 2.12.20 is the only way I'm able to use weland.
I'm running windows 10.
by Qweasy908
Sep 29th '18, 18:18
Forum: Marathon Discussion
Topic: 3D game engine that works like marathon
Replies: 6
Views: 2478

Re: 3D game engine that works like marathon

Thanks.
I should start with portal rendering then try to find a way to keep marathons 5D space.
by Qweasy908
Sep 28th '18, 22:36
Forum: Marathon Discussion
Topic: 3D game engine that works like marathon
Replies: 6
Views: 2478

3D game engine that works like marathon

I want to talk about making a 3D game engine that works like marathon. The only idea I have is 3D shapes that are independent from one another can occupy the same space and are linked together on the sides only to form a map. Maybe I can do this with separate bsp trees for each 3D shape. I know I ne...
by Qweasy908
Jul 21st '18, 23:57
Forum: Welcome
Topic: This is where I say hi?
Replies: 5
Views: 2135

Re: This is where I say hi?

The first one is 5D space and the third is hats off 2 819.
by Qweasy908
Jul 20th '18, 19:39
Forum: Mapping
Topic: Doom maps in marathon
Replies: 5
Views: 2039

Re: Doom maps in marathon

I haven't found a better way to convert doom maps.
by Qweasy908
Jul 20th '18, 19:09
Forum: Welcome
Topic: This is where I say hi?
Replies: 5
Views: 2135

Re: This is where I say hi?

I think there needs to be more marathon maps in other games so I've been converting them in my spare time for fun. The map hats off 2 819 is the perfect map to remake because its normal space and its always the first map I test in a game to see if it can actually work like marathon. I already have s...
by Qweasy908
Jul 19th '18, 23:14
Forum: Mapping
Topic: Doom maps in marathon
Replies: 5
Views: 2039

Re: Doom maps in marathon

I had to copy the vertex numbers one at a time then those numbers went into a python 2 script to make the conversion go faster. I can copy objects, floors, ceilings and vertex numbers to welands point index location this way.
by Qweasy908
Jul 19th '18, 16:02
Forum: Welcome
Topic: This is where I say hi?
Replies: 5
Views: 2135

This is where I say hi?

Hello. I have fun remaking marathon maps in other games.
by Qweasy908
Jul 19th '18, 01:14
Forum: Mapping
Topic: Doom maps in marathon
Replies: 5
Views: 2039

Doom maps in marathon

I'm trying to convert doom e1m1 into a netmap and instead of using world units, I used step height. The maximum step height the player can cross in marathon is 0.333 and in doom is 24. If you multiply 24 by 14.208 and divide by 1024 it equals 0.333 (24 * 14.208 / 1024 = 0.333). Multiplying every doo...