Horde3D

Next-Generation Graphics Engine
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 Post subject: MOHAA BSP maps?
PostPosted: 13.03.2009, 02:38 
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Joined: 09.11.2008, 03:25
Posts: 5
Don't you think that implementing the MoH:AA BSP format into Horde3D would be a nice idea?
It's much better than the old Quake3 format, many improvements have been made (bigger maps etc).

It's already available in OMOHAA project (http://openmohaa.sourceforge.net/) - open-sourced, GPL-ed and based on released on Q3 sources.
Image

In the past I was working on some maps for Q3Engine based games (Q3A, RTCW, MoH:AA, CoD) and I really liked the GTKRadiant map editor (also GNU GPL). Hope someone finds this idea worth considering.


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 Post subject: Re: MOHAA BSP maps?
PostPosted: 13.03.2009, 14:49 
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Joined: 22.11.2007, 17:05
Posts: 707
Location: Boston, MA
Certainly, I doubt anyone would complain if a MoH plugin showed up. However, you can't integrate OMOHAA (at least until licensing exceptions for extensions are sorted out), because it is licensed under the plain GPL.

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Tristam MacDonald - [swiftcoding]


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 Post subject: Re: MOHAA BSP maps?
PostPosted: 13.03.2009, 21:46 
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Joined: 19.11.2007, 19:35
Posts: 218
I had been thinking about Saurbraten's octree actually. Far friendlier license and it's just plain awesome. The concept is pretty simple too, sufficiently that it could be looked at as more of an example approach rather than actually duping it and twirking to work with horde.

Way too far back on my list to look at though, still finishing up the gui article in the wiki this weekend.


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