Comments (5)
MRVN-Radiant is experimental and mostly just reverse engineered
The non-reverse engineered stuff is Quake 3 compiler things we could re-use
At time of writing:
VIS & LIGHT systems are totally absent
PHYS systems are only mapped out enough to get brush collision most of the time
(sometime collision crashes or bugs out on sloped surfaces)
RENDERING we're pretty confident we have mapped out (besides alpha sorting)
static props are also not yet supported
Entities are also largely handled by scripts, which can make debugging basic ents (e.g. spawnpoints, weapon pickups) painful
from bsp_tool.
While we do now have a functional Titanfall 2 map, it will likely be updated over time along with MRVN-Radiant
This will be bundled along with creating some kind of mapping guide(s), documentation & playtesting
Meaning a bunch of Northstar & MRVN-Radiant development will be tied to using any and all Titanfall 2 test maps here
So I should probably also note that mp_crossfire
was:
- compiled w/ MRVN-Radiant
bb8fb43
- tested w/ NorthstarLauncher
d38804d
(pull request 292 artifact)
from bsp_tool.
Going to be working on .rpak
materials & things soon to try and get lighting working
Might get involved w/ r-ex projects like LegionPlus & RePak, also probably the new (unreleased) .rpak
tool
The completeness of maps for the whole Titanfall Engine is going to be tied to progress on modding tools
Still planning to get water compiling in MRVN-Radiant at some point
Baklojan did manage to get some CSM shadows recently:
from bsp_tool.
Since I traced crossfire in J.A.C.K. & Hammer++, the .map uses Valve 220 format
remap can't do Valve220 uvs atm
they look fine in Radiant
As a result, textures all all the top left pixel stretched to infinity
Which looks cool, but is also annoying
Tools for converting between .map formats shouldn't be too hard to find
from bsp_tool.
Going to be working on
.rpak
materials & things soon to try and get lighting working
Wrote a guide on using rpak textures without building your own:
Have yet to learn Baklojan's shadow trick
from bsp_tool.
Related Issues (20)
- Badges in README
- Detailed Timeline of Engine history HOT 3
- [Crash Course] `.bsp` file structure
- [Crash Course] Lump Indexing (bsp as a database)
- [Crash Course] Grouping lumps by system
- [Crash Course] Engine features
- [Crash Course] The Compile Process
- [Crash Course] Decompiling
- Refactor branch coverage calculator HOT 1
- [Research Tracker] Titanfall Engine
- (extensions.convert.respawn) TricollBevelIndices
- [Apex Archive] Need maps from 2020 for tests & research
- inspect maps in bulk HOT 3
- (extensions.convert.respawn) Automated Testing HOT 1
- `base.Struct.as_cpp()` breaking in Python 3.11
- `RespawnBsp.save_as` dumps `.bsp_lump` copies in working directory HOT 1
- `RespawnBsp.save_as()` test cases HOT 1
- Quake II Rerelease increased lightmap resolution HOT 2
- Usage of ContentsMask in source.py HOT 3
- Need integer vectors to preserve accuracy
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