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msleeper.bsky.social

@msleeper.bsky.social
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Michelle Sleeper @msleeper.bsky.social · 05/04/2026
Experimenting with color palette ideas before I work on some textures #gamedev #indie
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Michelle Sleeper @msleeper.bsky.social · 01/04/2026
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Michelle Sleeper @msleeper.bsky.social · 29/03/2026
Work continues on the BSP import. Reworked my character controller a bit as well, and adding swimming/water control. Far from complete but a good first attempt so I can traverse some more areas. Still using Q2 maps as tests. Far from "gameplay ready" still, but getting very close
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Michelle Sleeper @msleeper.bsky.social · 21/03/2026
Also Q1 BSPs were right next door, so got those loading too. Might be some texture misalignments (see the Quake logo) but not going to worry too much right now since this isn't my target BSP format
The starting map START.BSP from Quake 1 loaded at run-time in Unity3D with correctly texture and light mapped surfaces
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Michelle Sleeper @msleeper.bsky.social · 21/03/2026
Fixed the lightmap unwrapping issue, finally
Screenshot of Q2DM1.bsp loaded at run-time within Unity3D with lightmaps properly applied to mesh surfaces
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Michelle Sleeper @msleeper.bsky.social · 14/03/2026
At last, my collection is complete
The December 1998 issue of PC Accelerator magazine featuring Half-Life as the cover story
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Michelle Sleeper @msleeper.bsky.social · 13/02/2026
Eternally have this saved from over at the other place
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Michelle Sleeper @msleeper.bsky.social · 30/04/2025
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Michelle Sleeper @msleeper.bsky.social · 29/04/2025
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Michelle Sleeper @msleeper.bsky.social · 22/04/2025
"don't tread on *M E* "
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Michelle Sleeper @msleeper.bsky.social · 03/04/2025
from @thechromonaut.bsky.social
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Michelle Sleeper @msleeper.bsky.social · 16/03/2025
Writing networking code sucks, but the game server and lobby system is fully functional (or at least as much as it needs to be at this stage) #gamedev
A screenshot of 3 separate Windows shells, one running a game server, the other two running testing clients, simulating a game environment. One of the fake clients dies, and the game server declares the other player the winner
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Michelle Sleeper @msleeper.bsky.social · 08/03/2025
Steam Powered
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Michelle Sleeper @msleeper.bsky.social · 08/03/2025
Back on my bullshit #gamedev
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Michelle Sleeper @msleeper.bsky.social · 02/03/2025
Not my home but I know my way around
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Michelle Sleeper @msleeper.bsky.social · 02/03/2025
And in a dark area. Pretty happy with the results!
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Michelle Sleeper @msleeper.bsky.social · 02/03/2025
Had an idea how to make a shader that mimics the original Doom's partial invisibility fuzz effect. Here it is in a bright area
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Michelle Sleeper @msleeper.bsky.social · 30/01/2025
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Michelle Sleeper @msleeper.bsky.social · 09/12/2024
A bit more progress #7dfps #eduke32 #buildengine
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Michelle Sleeper @msleeper.bsky.social · 07/12/2024
Working on something for #7dfps in the BUILD engine #eduke #eduke32 #build #buildengine #7dfps2024
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Michelle Sleeper @msleeper.bsky.social · 01/12/2024
Triangulating concave sectors. This is a huge success. Almost ready for total geometry generation, just need to fix "sectors with holes"
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Michelle Sleeper @msleeper.bsky.social · 30/11/2024
Making progress parsing Doom WAD format maps. Walls was easy. Sectors... not so much. Enjoy this debug visualization of E1M1
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Michelle Sleeper @msleeper.bsky.social · 30/11/2024
Making progress parsing Doom WAD format maps. Walls was easy. Sectors... not so much. Enjoy this debug visualization of E1M1
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Michelle Sleeper @msleeper.bsky.social · 26/11/2024
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Michelle Sleeper @msleeper.bsky.social · 26/11/2024
Buried some of the updates in another reply thread under here, sorry still trying to figure out bsky. Improved texture and light UV mapping Also got a few basic Quake family entities working, just enough to lay the groundwork for how importing point and brush entities will work
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Michelle Sleeper @msleeper.bsky.social · 24/11/2024
Fixed the texture and lightmap issues. Not exactly something easy to show off in screenshots, but trust me - there was weird issues and they're fixed now Guess I have to work on gameplay stuff soon
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Michelle Sleeper @msleeper.bsky.social · 23/11/2024
Working on debugging texture and lightmap issues, some of the mappings seem to be off for some reason
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Michelle Sleeper @msleeper.bsky.social · 22/11/2024
Original screenshot in Q2, compared to running the map in Unity (in full color and "software mode" without colored lights). Light mapping needs work and I know how I want to improve it, but very satisfied with the results at this stage
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Michelle Sleeper @msleeper.bsky.social · 22/11/2024
We have lightmaps. I even included a "software rendering mode" which strips out the color data leaving only the brightness. Now I need to write a shader to combine the texture and the lightmap data
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Michelle Sleeper @msleeper.bsky.social · 22/11/2024
The UV problem was a mistake I made, I was accounting for the coordinate system change (BSP is Z-up, Unity is Y-up) twice on accident for UVs. A few other minor fixes and textures are now unwrapped correctly Next is lightmaps and visleaves, not looking forward to either one
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Michelle Sleeper @msleeper.bsky.social · 22/11/2024
UVs are definitely scuffed. Wrote something to convert Quake II's WAL texture format to PNGs, so I can load them as Unity materials Looks like the UVs are too big and randomly misaligned, rotated, or offset improperly Stopping for today and will reconsider the UV code
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Michelle Sleeper @msleeper.bsky.social · 22/11/2024
Working on the texture UV maps, which I assumed would be easy because it stores that data directly, but some faces have distorted UVs for some reason. Probably my fault Also added a debug display for point entities to make sure they were created right (they weren't, fixed now)
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Michelle Sleeper @msleeper.bsky.social · 22/11/2024
Loading and processing vertex/edge/face lumps to build map geometry. No texture or lighting data just yet. Entities are also created, but are empty game objects right now This is q2dm1 The Edge from Quake II, going to try and make this BSP version agnostic, or as much as I can
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Michelle Sleeper @msleeper.bsky.social · 22/11/2024
I'm tired of posting this over and over. Level design tools peaked with Hammer. So, fuck it - writing a BSP to Unity importer
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Michelle Sleeper @msleeper.bsky.social · 21/11/2024
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