Commit graph

479 commits

Author SHA1 Message Date
Matt Penny 9643719a31 Fix incorrect variable name for Python executable in CMake build 2024-10-05 02:04:39 -04:00
Matt Penny e1e6a53aa6 Convert models during CMake build
No generation of dynamic model lists yet
2024-10-05 01:54:55 -04:00
Matt Penny a652558a4c Remove unused material door_frame_01 2024-10-04 23:47:41 -04:00
Matt Penny 7d5caf5912 Remove unnecessary model flags 2024-10-04 22:42:21 -04:00
Matt Penny 6a14db3a16 Start to hook up code generation with CMake builds
Automatically generate material, sound, and level data.

Generated code is not currently linked.
2024-09-26 23:06:10 -04:00
Matt Penny bc2052527c Generate game version for CMake builds and fix generated level names
With CMake, the game version is stored in a generated header file so
dependencies on it are kept track of automatically.

The game now compiles when using CMake but does not link.

Generated code dependencies are not hooked up yet and corresponding
targets need to be built manually.
2024-09-25 22:24:16 -04:00
Matt Penny fa0940fe90 Work on CMake conversion: test chambers
Incidental changes along the way:
* Move `export_level.lua` to `tools/level_scripts/`
* Small reorganizations/fixes to existing `CMakeLists.txt` files
* Support passing absolute paths to level export
2024-09-13 00:53:55 -04:00
Matt Penny dea0c3591d Work on CMake conversion: sound transformation, conversion, and table generation
Some parts need to be cleaned up/removed/streamlined after the CMake
build can build the game on its own and compatibility with what the
old makefile does is no longer needed.
2024-09-12 02:17:28 -04:00
Matt Penny 8845a96667 Don't special case valve.aifc generation
It is still necessary to special case extracting the raw WAV from the
video, but now conversion is handled using a .sox file just like the
other sounds.

This simplifies sound processing for the CMake transition.
2024-09-12 02:17:26 -04:00
Matt Penny ad66fb116c Store generated Valve image in portal_pak_modified/, not build/
To better organize generated files, portal_pak_modified/ will be used
for files generated by modifying portal_pak_dir/ contents.

Build/ will be for conversion to a final form needed for compilation,
without content modification.
2024-09-11 20:13:57 -04:00
Matt Penny 0d2cd6efe0 Work on CMake conversion: sound transformation 2024-09-09 23:34:16 -04:00
Matt Penny e2d4631ad1 Use .sox, not .jsox for elevator_move_loop1
Effects aren't used for this sound, so .jsox is unnecessary
2024-09-09 22:07:49 -04:00
Matt Penny 2fcea7f9d2 Work on CMake conversion: material generation 2024-09-07 20:00:45 -04:00
Matt Penny ad38717b04 Update clock digit image name in Blend file so it previews properly 2024-09-06 01:37:47 -04:00
Matt Penny b999e139fa Work on CMake conversion: VPK extract and texture conversion 2024-09-06 01:26:08 -04:00
Matt Penny 2f1171fccf Stitch together clock digits in .ims file, not makefile
Simplifies asset conversion for CMake transition
2024-09-06 01:26:08 -04:00
Matt Penny 12f1332d9d Copy awe_total via .ims file, not makefile
Simplifies asset conversion for CMake transition
2024-09-06 01:26:08 -04:00
Matt Penny 9e1dfa338b Fix stair lighting in chamber 14 2024-08-22 20:12:46 -04:00
Matt Penny 769f3aa4f1 Fix chamber 13 end room doorway bounds
Prevents seeing out of bounds.
2024-08-22 20:03:33 -04:00
Matt Penny 34a9a93997 Fix mesh gap in chamber 15 hazard hallway ceiling 2024-08-22 17:15:55 -04:00
Matt Penny 1e05c88d43 Check in missing QR code image 2024-08-20 22:52:51 -04:00
Matt Penny da028cd405 Update credits with link to current repo 2024-08-20 19:59:36 -04:00
Matt Penny 0016834245 Constrain visible rooms in chamber 15 problem areas 2024-08-20 19:57:42 -04:00
Matt Penny e85ac2fdf1 Fix side room door visibility issue in chamber 15, and enforce one doorway per room pair
More doorways can be supported but it complicates the culling logic. It's
easy to work around so leaving unsupported for simplicity until needed.
2024-08-19 17:19:59 -04:00
Matt Penny c9f1ed96fe Use proper window/doorframe material in chamber 14 (plasticwall003a) 2024-08-04 10:41:27 -04:00
Matt Penny 7c213b7199 Basic chamber 15 lighting 2024-08-04 10:41:16 -04:00
Matt Penny 906afdd792 Enable vertex colors for metal_modular_floor_001 and plasticwall003a 2024-08-04 09:28:16 -04:00
Matt Penny 23464eea7c Moving platforms in chamber 15 hallway 2024-07-29 22:26:51 -04:00
Matt Penny 56c14389a9 Fix graphical issues with chamber 15 rotated portals and ball trap (#73) 2024-07-26 18:48:03 -04:00
Matt Penny 4d95d53ad3 Fix floor extending under divider in chamber 15 2024-07-25 20:40:27 -04:00
Matt Penny bc13a1cc6c Fix activated ball catcher being obscured in chamber 14 2024-07-23 21:34:52 -04:00
Matt Penny 3bbb62b1c8 Fix UV map on floor in chamber 15 room 5 2024-07-13 02:17:26 -04:00
Matt Penny 71f92e21c2 Enable room 3 fizzler in chamber 15 (final fizzler)
Fling is now much easier to perform after movement physics changes.
2024-07-03 22:07:50 -04:00
Matt Penny 8276c3876b Fix chamber 15 switch room 2 wall length 2024-06-11 22:13:42 -04:00
Matt Penny 72cbe59e1b Fix chamber 15 angled wall UV rotation 2024-06-08 23:50:30 -04:00
Matt Penny 473fa00efe Enable room 7 fizzler in chamber 15
Keep last fizzler disabled until movement physics are fixed, otherwise
getting past it is quite difficult.
2024-06-08 23:23:25 -04:00
Matt Penny ae3c70750e Enable room 2 and 9 fizzlers in chamber 15
At 42/48 dynamic collision objects without portals or energy balls.
2024-06-07 00:02:03 -04:00
Matt Penny f35bf3d2a2 Enable fizzlers in first room of chamber 15
Very close to dynamic object limit
2024-05-30 00:25:19 -04:00
Matt Penny 1e8275eec3
Chamber 15 - first pass (#39) (#69)
* started on chamber 15

* fizzler width can now be scaled via blender object's scale.x

* fix fizzler rendering radius (remember, fizzlers are per default 2x2, still their internal width height was 1x1?)

* chamber 15 first room functionally complete

* chamber 15: first room decor

* finished first room of chamber 15

* test chamber 15 second room WIP

* chamber15 hallway from room 2 to room 3 (WIP) and more progress on room 2

* test chamber 15: added observation room to room2, added voice lines add the beginning

* test chamber 15: finishing room 2

* enable "new game" menu entry for chamber 15 & boot into the intro menu again instead of straight into chamber 15

* Start on shamber 15 hazard hallway

Hallway is modeled with collision. No platforms.

* Decals and platform + light cutouts for chamber 15 hazard hallway

* Animate one moving platform in chamber 15 hazard hallway

This one animation is ~19 KB. Look at optimizing.

* Add material for water hazard wall

* Use water hazard wall material in chamber 15

* Start modelling final room of chamber 15

* Chamber 15 final room - side rooms

* Chamber 15 final room - pistons and exit

* Chamber 15 final room - observation room

* Chamber 15 final room - ball launcher and catcher

* Chamber 15 final room - ball trap and indicator lights

* Chamber 15 final room - ball trap doors

* Chamber 15 final room - collision

* Chamber 15 final room - animations and triggers

* Chamber 15 - escape hatch

* Chamber 15 - finish final room

* Chamber 15 - start on room 3

* Chamber 15 - main room 3 layout and collision

* Fix UV translation

Do not translate minimum coordinates, otherwise the translation will be
cancelled out.

* Chamber 15 - room 3 stair room

* Chamber 15 - room 3 dividers and ball launcher/catcher

* Chamber 15 - room 3 finishing touches

* Observation room decor
* Triggers
* Indicator lights
* Decals

* Chamber 15 - merge beginning and end

* Chamber 15 - fix room boundaries

---------

Co-authored-by: Deconimus <pascal.sielski@gmx.de>
Co-authored-by: Deconimus <Deconimus@users.noreply.github.com>
2024-05-28 01:53:02 -04:00
Matt Penny 1f2258f86c Add plastic/plasticwall004a material 2024-05-08 21:20:36 -04:00
Matt Penny 3270d0a9ad Add material for Aperture decal 2024-05-08 21:13:58 -04:00
Matt Penny 65daf71fa9 Do not use absolute library paths in chamber 14 2024-05-05 18:34:16 -04:00
Matt Penny efb3f8da65 Detach door_02 frame from model
Door without frame is needed for chamber 15
2024-05-02 23:21:20 -04:00
Matt Penny ad6b32d022 Fix indicator light UVs in chamber 14
Strip near button was slightly stretched
2024-04-30 22:42:49 -04:00
Matt Penny e1ba9f20ef Properly mirror door textures in Blender
Matches in-game appearance
2024-04-30 22:39:21 -04:00
Matt Penny 9401198969 Use water hazard wall material in relevant chambers 2024-04-11 20:55:38 -04:00
Matt Penny 685f818114 Add material for water hazard wall 2024-04-11 19:55:34 -04:00
Matt Penny e81fa6f28a Extend, do not repeat plastic/plasticwall003a material
Reflect what the material actually looks like in-game
2024-04-01 17:31:15 -04:00
Matt Penny 3d5ede0e2e Revert "Add plastic/plasticwall003a material to materials.blend"
This reverts commit 0ddb70f8e6.
2024-04-01 16:58:15 -04:00
Matt Penny e6447819fa Add some missing collision to chamber 14 2024-03-29 02:44:17 -04:00