Yeah, mostly stopped because of not being able to inject models with proper normals and tagent data.CaptainPoopface wrote:
I also made some scripts to export box shapes from the 3D app (Softimage) to H2, yes, although nowadays I could just code a new plugin/tool to make collision for maps that does it way better, that is using these PHMO shapes though.
If only we could compile a "template" map with the minimal tags, say, only players, base weapons and vehicles, all projectiles, effects, and relative dependencies needed etcGrimdoomer wrote:
Then the scnr with maxed out slots for spawning any kind of stuff.
And the BSP be a giant empty skybox where we'd build maps with objects.
Then that template map file size would be smaller than a regular map and we could inject tags at the end and spawn tons of objects to build maps over it.
Honestly though I don't think I would take the time to mod H2 nowadays but I am still passionate about it and was curious to know how much progress was made in those areas that would really make it easier to mod H2 if it was sorted out.