Badger: Difference between revisions
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Note:This page contains information copied from Hai's website.
(Created page with "{{LanguageBar}} {{langsp}} {{note|This page contains information copied from Hai's website.}} 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...") |
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* "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 | * "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 | ||
[[File: | [[File:Badger_showcase_1.png|thumb|400px|right|SVG blueprint for a Half-Life 1 reference level]] | ||
[[File: | [[File:Badger_showcase_2.jpg|thumb|400px|right|Half-Life 1 objects and transformations used in generated levels]] | ||
[[File: | [[File:Badger_showcase_3.jpg|thumb|400px|right|Generated Black Mesa Source deathmatch level]] | ||
[[File: | [[File:Badger_showcase_4.jpg|thumb|400px|right|Entity setup for a game of life animation on the floor in BMS]] | ||
[[File: | [[File:Badger_showcase_5.jpg|thumb|400px|right|Curvy BSP geometry]] | ||
== External links == | == External links == |
Revision as of 14:46, 17 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
- page (Download)
See also
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