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BS2PC | ||
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Converts Half-Life PlayStation 2 (`.bs2`) maps to PC (`.bsp`). | ||
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Usage: `bs2pc path_to_map.bs2` or drag and drop. The `.bsp` file will be placed in the `.bs2` directory. | ||
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See the Releases section for the Windows binary. | ||
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Features: | ||
* Converts all sections of PlayStation 2 maps. | ||
* Automatically decompresses the map. | ||
* Changes `.dol` and `.spz` file extensions to `.mdl` and `.spr` in the entities. | ||
* Removes `nodraw`-textured surfaces such as the edges of the handrails near the Sector C entrance. | ||
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Half-Life on PS2 uses DEFLATE compression for its maps and stores its internal structures (like the `m`-prefixed structures in GLQuake as opposed to the `d`-prefixed ones in the software-rendered engines and that are used in Quake and Half-Life `.bsp`) in the map files. This is part of the reason why the PlayStation 2 version loads levels much faster than the Dreamcast one. You can see some differences in the source file, the PC structures have `_id_t` in the name, and the PlayStation 2 ones have `_gbx_t`. Many fields (such as texture animation linked lists) were omitted though because they are not needed in the PC format. Two sections, very similar to clipnodes, are also skipped. | ||
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On the PC maps after playing the PS2 ones or vice versa, some textures may look different (from minor power of 2 scaling artifacts to completely different images) as the textures have common names. If you want to switch between the two versions, restart the game so everything looks correct. | ||
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Licensed under GPLv2 (except for zlib) as it's derived from the Quake engine source. |
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