Badger: Difference between revisions
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Note:This page contains information copied from Hai's website.
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== External links == | == External links == | ||
*[https://hai.rout0r.org/projects/Badger/ | *[https://hai.rout0r.org/projects/Badger/ Project page] (Download) | ||
== See also == | == See also == | ||
[[Category:Third Party Source Tools]] | [[Category:Third Party Source Tools]] | ||
{{sdktools|0}} | {{sdktools|0}} |
Latest revision as of 07:13, 24 May 2025



Badger is a procedural level generation tool suite that can output levels for Half-Life 1 and Black Mesa Source.
Abridged feature overview
Scope
- targeting Half-Life 1/Opposing Force and Black Mesa/Half-Life 2
- support for extracting and creating regular texture Q1 and HL1 .wad files
Scripting interface
- types and functions for most .vmf data including planes, powerful texture projections, brushes, entities, connections, displacements
- reading and writing of HL1 .map and HL2 .vmf files
- .svg-based cue system
- voxel space-based CSG so whole levels can be carved and then brushes synthesized from that
- "spatial cluster tree" data structure for supporting quick spatial lookups
- general file access and compression support
Script library highlights
- axis-aligned box layouting
- spline and NURBS calculations
- seamlessly textured extrusions along arbitrary paths
- "transformed geometry" for defining a model once and getting its main transformations with fitting texturing for free
- "shaky layout" layouting approach
- "graph plan" for generating e.g. hexagonal mazes
- model system and model library for Half-Life 1
- "Gen12" level generation framework that combines layouts with randomized parts, skins and game plans; deathmatch levels built with it for Black Mesa
- "GenPrefabs" level generation framework that supports a tree of transformed parameterized prefabs, used in conjunction with the .svg-based cue system to build levels for Half-Life 1
External links
- Project page (Download)
See also
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