JPiolho
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jpiolho.com
JPiolho
@jpiolho.com
Software Developer 🇪🇺
He/Him. Introvert, shy, bit odd and quirky
Gaming | Game dev | Space | Tech | Bad movies | Programming | Modding | Reverse engineering
Today I learned how to make custom head models for The Sims 1 #modding #sims #sims1
February 1, 2025 at 10:33 PM
There's actually at least one server running the Deathmatch Classic maps that I released recently 🤯

I honestly thought that the most likely outcome was nobody was going to even try them considering how few players there are 😅 (24-hour peak of 7 players according to SteamDB)
October 27, 2024 at 8:10 AM
These are some comparison screenshots of the original map sm1_rpg (by RPG) and my re-creation in Deathmatch Classic (dmc_sm1_rpg)
October 20, 2024 at 10:02 AM
In the end I ended up also trying to balance out the map a little bit, and added decoration as well. Here's some of the highlights:
* Removed the yellow armor next to the lightning gun
* Added extra spawn next to the grenade launcher
* Added a decoration "entrance hole" in the ceiling
* Much brigher
October 19, 2024 at 10:43 AM
And I did it! I think the bug appeared when the HL aniversary update came out. Either way, I ended up doing a pull request (github.com/APGRoboCop/r...) so hopefully that won't be a problem for other people in future builds of RCBot.

Here's a video of me playing with the bots
October 19, 2024 at 10:32 AM
I then wanted to play a bit with bots. Found out that my favorite Half-Life 1 bots (RCBot, github.com/APGRoboCop/r...) supported deathmatch classic so I went ahead and installed it. Then I proceeded to do the waypointing in the map.
October 19, 2024 at 10:01 AM
One of the side-quests was fixing the FGD. This is the file that contains entity definitions.

I had downloaded the FGD from Valve Developer Community, and after placing some items I noticed they were a bit.. off center.

I fixed this and added model definitions so they would show in Trenchboom
October 19, 2024 at 9:43 AM
Using trenchboom for mapping, and while alt+tabbing to grab measurements in-game, I started with the floors and then the walls.

Texturing, lighting, adding trims and placing items came after.
October 19, 2024 at 9:37 AM
Then how to port it? There are map decompilers but they usually create a lot of noise and sometimes even fail. Because of the simple geometry I wanted to do it manually by hand.

To help with this I created a Quake 1 mod that would allow me to do measurements of the map directly in-game.
October 19, 2024 at 9:32 AM
The first step was to find a map to port. I decided to use one of the earliest maps from Quake Speedmapping pack. Because they're done so quick, they usually have simple and easy geometry.

I ended up deciding on sm1_bear, by Bear from Speedmapping Pack 1 (www.quaddicted.com/reviews/sm1_...)
October 19, 2024 at 9:25 AM
Yesterday I decided that I wanted to port a Quake 1 map to Deathmatch Classic (DMC) (store.steampowered.com/app/40/Death...). This is the first time I did this and I wanted to share the process, as it ended up being quite fun and with a few side quests.
October 19, 2024 at 9:24 AM