from https://github.com/ArnCarveris/OpenSource.
fixed by ZRY.

w23 57387726fe Create COPYING.WTFPL 11 vuotta sitten
3p 4c900309eb kapusha update 11 vuotta sitten
OpenSource.xcodeproj 3d5eba2d36 osx: restored, added nyans 11 vuotta sitten
bin 2dadcfb8b7 osx: update 11 vuotta sitten
src f04932af2f hack to link c1a0c to c1a0b 11 vuotta sitten
.gitignore 3d5eba2d36 osx: restored, added nyans 11 vuotta sitten
.gitmodules 00c3f46b8e 3p/kapusha: updated url to https and commit 11 vuotta sitten
COPYING.WTFPL 57387726fe Create COPYING.WTFPL 11 vuotta sitten
Makefile 8d5b4cc67f tiniest refactoring ever 11 vuotta sitten
OpenSource.sln 8d5b4cc67f tiniest refactoring ever 11 vuotta sitten
README.md 5bc3c46922 Update README.md 11 vuotta sitten
common.mk c24e412ca1 raspberry pi support 11 vuotta sitten

README.md

OpenSource

This all began more than ten years ago when I was playing Half-Life for the first time and noticed that some maps should really overlap if they were connected the way they were at the loading location. (e.g. there's this huge area, then a shallow path, right turn, load, right turn again and then another huge area).

I've been wondering since, what would the map of entire Half-Life look like if you merge all the maps together...

...

Then, after all these years, I suddenly realized that it's actually not that hard.

So, here you go, this utility does exactly that -- it loads a valve bsp file, then finds all the connections and loads them next.

Video of a fly around the entire Half-Life world: http://www.youtube.com/watch?v=-SaRdQdW-Ik

Half-Life 1:

Half-Life 2:

What it loads

  • all the bsp brushed geometry, including some weird detached stuff
  • lightmaps

What it does not load

  • models
  • material textures (they take fuckload of videomem and look like shit anyway)
  • bsp visibility info, as there's obviously no point in doing that

Supported platforms

  • Linux
  • Mac OS X
  • Windows
  • Raspberry Pi

Supported games

Everything with VBSP version 19 should work. Tested on Half-Life: Source and Half-Life 2.

Half-Life 2 has some issues:

  • no displacements
  • incorrect parsing of lightmap format for ver20 vbsp

How to

  1. Get an appropriate binary from bin/, or compile one if you're on linux or raspberry (see below)
  2. Get a Half-Life: Source (not the vanilla one) gcf file and extract it somewhere
  3. win32/osx: drag-n-drop c0a0.bsp onto application; linux/rpi: see below
  4. Wait 10-30 seconds (I was too lazy to code a loader screen)
  5. ?????
  6. Have fun

How to compile (linux/raspberry)

Prerequisites:

  • common:
    • gcc
    • make
  • Linux:
    • libSDL
  • Raspberry:
    • broadcom sdk in /opt/vc (pre-installed on raspbian)
    • no libSDL, no X11 required!
    • /dev/input/event0 and 1 are expected to be a mouse and a keyboard respectively
  1. git clone https://github.com/w23/OpenSource.git
  2. cd OpenSource
  3. git submodule init
  4. git submodule update
  5. make -C 3p/kapusha -j5
    • raspberry: make -C 3p/kapusha RPI=1
  6. make -j5
    • raspberry: make RPI=1
  7. ./OpenSource /path/to/gcf/root/hl1/ c0a0
    • raspberry: ./OpenSource /path/to/gcf/root/hl1/ c0a0 32

Other platforms (win32/osx): there are nice project files!

ISSUES

  • The code is bad and I should feel bad.

Next stop: the huge world of Portal 2