Forum

large maps help

Discuss the construction of maps and the tools to create maps for 3D games.

Moderator: InsideQC Admins

Re: large maps help

Postby ericw » Sun Jul 09, 2017 7:44 pm

@toneddu2000 "brushDef" is the "brush primitives" map format.
afaik my compiler is the only Q1 qbsp with brush primitives support, and it should be OK with +-65k unit maps.
https://github.com/ericwa/tyrutils-ericw/releases
ericw
 
Posts: 85
Joined: Sat Jan 18, 2014 2:11 am

Re: large maps help

Postby Nahuel » Wed Aug 02, 2017 5:53 am

I am testing fbsp with fte and becomes my favorite map format

A question to spike/ engine programmers
Why FBSP is so unnused?? What q1 engines supports FBSP?? IS hard to implement fbsp in quake engines?
hi, I am nahuel, I love quake and qc.
User avatar
Nahuel
 
Posts: 473
Joined: Wed Jan 12, 2011 8:42 pm
Location: mar del plata

Re: large maps help

Postby Spike » Wed Aug 02, 2017 11:05 am

fbsp comes from qfusion, and is really just rbsp (from raven's q3-based games) with bigger internal lightmaps (which is quite minor in the grand scheme of things).
to implement it, you first need q3bsp and all of its capabilities. you then need to implement multiple lightmaps per surface, and blend them together, probably while also trying to deal with q3 shaders...
which is probably why dp doesn't support it despite already having q3bsp support.
so yeah, fte is the only q1 engine that supports it, and dp can only be described as inactive, so I doubt that's going to change any time soon.

when GB was messing around with rbsp, he found q3map2's support for it to be somewhat dodgy, resulting in various lighting bugs. So watch out for those. Maybe they've been fixed since.


mh was messing around in rmqe with a lighting system like that imposed by rbsp (there are performance advantages when your entire [highly detailed] map has smoothly animating lightstyles), but that engine lacks all the other things q3bsp would require.
Spike
 
Posts: 2824
Joined: Fri Nov 05, 2004 3:12 am
Location: UK

Re: large maps help

Postby Nahuel » Wed Aug 02, 2017 9:22 pm

Spike wrote:when GB was messing around with rbsp, he found q3map2's support for it to be somewhat dodgy, resulting in various lighting bugs. So watch out for those. Maybe they've been fixed since.



I didnt find problems! i guess GB did try really hugue maps, aniway thanks for the help :)
hi, I am nahuel, I love quake and qc.
User avatar
Nahuel
 
Posts: 473
Joined: Wed Jan 12, 2011 8:42 pm
Location: mar del plata

Re: large maps help

Postby Spike » Thu Aug 03, 2017 1:11 am

its also possible that you're using a different branch of q3map2, or that the bug has actually been fixed since. if its all working and supports your lightstyles properly than hurrah for you.
Spike
 
Posts: 2824
Joined: Fri Nov 05, 2004 3:12 am
Location: UK

Re: large maps help

Postby toneddu2000 » Sun Aug 06, 2017 10:45 am

ericw wrote:@toneddu2000 "brushDef" is the "brush primitives" map format.
afaik my compiler is the only Q1 qbsp with brush primitives support, and it should be OK with +-65k unit maps.
https://github.com/ericwa/tyrutils-ericw/releases

Sorry ericw for the late reply, I guess I didn't see your post! :) Thanks I'll try, even if I prefer to stick to q3bsp (to be honest I hate q3bsp too and I'm literally craving for a brand new level format, modern and completely compatible with blender scene, but, whatever)
toneddu2000
 
Posts: 1154
Joined: Tue Feb 24, 2009 4:39 pm
Location: Italy

Previous

Return to Mapping

Who is online

Users browsing this forum: No registered users and 1 guest