reactivedrop_public_src
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Projects - TileGen
- [ ] Method of compiling tileset to bsp file
- [ ] Entity that moves tiles around to create playable space at runtime
- [ ] MissionChooser support for generating and distributing a layout
Moving brushes? The lighting would look very strange
The idea is that the speed might be worth the graphical trade-off. It's the kind of thing that will have to be made before I know if it's worth including.
upon some further brainstorming, I think there's potential here, assuming we can:
- edit vbsp, vvis, and vrad to handle a map with no seal (pretending that it just has a seal around its bounding box)
- figure out how to take a BSP file and move/rotate brush model 1 (worldspawn)
- figure out how to take two BSP files and merge brush model 1 (worldspawn) so it contains all the brushes from both
- generate a bsp file with just a skybox seal preferrably without needing vbsp/vvis/vrad, etc.
- generate a bsp file on demand (using pre-baked lighting and remapping entity IDs similar to func_instance from individual room bsps) in a deterministic way
- (the rest of these are definitely possible and potentially even easy)
- make tilegen tiles explicitly entire rooms, separated by doors or at least doorways (this is how warframe handles pre-baked lighting; the doorways are usually darker than the rest of the rooms)
- handle placing "tiles" that are arbitrary shapes and at arbitrary orientations by making rooms snap together via doors rather than snapping to a grid
- tilegen door entity support for hammer
- special "door rooms" that handle placement of actual asw_door in the map to avoid having multiple doors spawn in the same place now that rooms can be rotated arbitrarily