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STATUS.md

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Project Status

The HL2 Asset Importer plugin is still very much a work-in-progress and there is much to do before the game can be imported and is somewhat playable.

  • Key
    • ✔️ Full Support
    • ❗ Partial Support / WIP
    • ❌ No Support

Assets

  • ✔️❗ Textures (.vtf) v<=7.5.3

    • ✔️ Basic support
    • ✔️ Normal maps
    • ✔️ HDR
    • ❌ Animated textures
    • ✔️ Bulk Import
  • ✔️❗ Materials (.vmt)

    • Shaders
      • ✔️ VertexLitGeneric
      • ✔️ LightmappedGeneric
      • ✔️ UnlitGeneric
      • ✔️ UnlitTwoTexture
      • ✔️ WorldVertexTransition
      • ✔️ Refract
      • ✔️ Decal
      • ❗ Cable
      • ❌ Subrect
      • ❌ Anything else
    • ✔️ Convert to PBR
    • ❌ Proxies
    • ✔️ Bulk Import
  • ✔️❗ Models (.mdl) v44-48

    • Static Props
      • ✔️ Basic Support
      • ✔️ LODs
      • ✔️ Collision
      • ✔️ Materials
      • ❗ Lightmap UVs no longer needed due to Lumen
      • ✔️ Skins
      • ✔️ Model Groups
      • ❌ Surface Prop (and other metadata)
    • Animated Models v44-48
      • ✔️ Basic Support
      • ✔️ LODs
      • ❗ Collision
      • ✔️ Materials
      • ✔️ Skins
      • ✔️ Model Groups
      • ✔️ Skeleton and Rigging
      • ❌ Morph Targets
      • ✔️ Sequences
      • ❌ Automatic Blend Space / Anim BP Generation
      • ❌ IK
      • ❌ Surface Prop (and other metadata)
    • ✔️ Bulk Import
  • ✔️❗ Maps (.bsp) v19-20

    • ✔️ Brush Geometry
    • ❌ Smoothing Groups
    • ❗ Collision (see below)
    • ✔️ Materials
    • ✔️ Lightmap UVs no longer needed due to Lumen
    • ❗ Entities (see below)
    • ✔️ Brush Entities
    • ❗ 2D Skybox (functional, texture needs to be flipped on Y axis)
    • ❗ 3D Skybox (functional, low quality, need better solution)
    • ✔️ Displacements
    • ❌ Visibility
    • ❌ Bulk Import
  • ❗ Sounds

    • ✔️ Sound Entities (ambient_generic, env_soundscape)
    • ✔️ Sound Script Importing
    • ✔️ Soundscapes
    • ✔️ Music
    • ✔️ Bulk Import
    • ❗ Attenuation Tweaking
    • ❌ DSP / effects
    • ❌ Proper Mixing
    • ❌ Voice Subtitles
  • ❌ Effects and Particles

    • ❌ Particle System Importing

Entities and Logic

  • ✔️❗ Entities (from .bsp)

    • ✔️ Base Entity
    • ✔️ KeyValues Parsing
    • ✔️ I/O System
      • ✔️ Firing Outputs and Receiving Inputs
      • ✔️ Delayed Outputs
      • ✔️ Outputs with Parameters
      • ✔️❗ Special Targetnames
        • ✔️ !activator
        • ✔️ !caller
        • ✔️ !self
        • ❌ !player
        • ❌ !pvsplayer
        • ❌ !speechtarget
        • ❌ !picker
    • ✔️ Editor Icons
    • ✔️❗ HL2 Entities
      • ✔️ env_cubemap (see lighting section)
      • ❗ func_brush
      • ❗ func_illusionary
      • ✔️ info_player_start, info_landmark, info_null, info_teleport_destination, info_target
      • ✔️ light (see lighting section)
      • ✔️ light_environment (see lighting section)
      • ✔️ light_spot (see lighting section)
      • ✔️ logic_auto
      • ✔️ logic_relay
      • ❗ prop_dynamic
      • ❗ prop_physics
      • ✔️ prop_static
      • ✔️ sky_camera
      • ✔️ trigger_once, trigger_multiple
      • ✔️ worldspawn
      • ✔️ point_teleport
      • ❗ trigger_teleport
      • ✔️ ambient_generic
      • ✔️ env_soundscape, env_soundscape_triggerable, env_soundscape_proxy
      • ❌ Anything else
  • ❗ Player

    • ❗ Basic Movement (use that one HL2 movement plugin somebody made?)
    • ❌ Interaction
    • ❌ Weapons
  • ❌ NPCs

    • ❌ Basic NPC Entities
    • ❌ NPC Animation
    • ❌ NPC AI Logic

Other

  • ✔️❗ Lighting

    • ❗ Cubemaps - no longer needed due to Lumen
    • ❗ Sun Light (light_environment - needs I/O support)
    • ✔️ Ambient Light (light_environment ignored, uses skybox to emit light instead)
    • ❗ Static Lights (light, light_spot - needs I/O support)
    • ❌ Resolving Stationary Light Overlap (detect overlap and shrink attenuation radius until no longer overlapping, merge lights where possible (e.g. the spot+point trick for extra indirection may not be needed, so merge into one light))
    • ❌ Resolve Lighting Leaks (create extruded back-face geometry for whole map to block light?)
    • ❌ Lumen Tweaks (adjust attenuation, max cards for static meshes and indirect light intensity to try and match original game's lighting overall saturation and brightness)
  • ✔️❗ Physics

    • ❗ Map Collision (uses rendering geometry for collision testing, nodraw/playerclip/invisible aren't yet considered!)
    • ✔️ Prop Collision
    • ❌ Ragdolls
    • ❌ Damage and Gibs
  • ❌ Misc

    • ❌ UI
    • ❌ Scripted Scenes