Best BSP Type
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- Posts: 368
- Joined: Thu Jun 25, 2009 4:45 am
- Location: Michigan
Best BSP Type
Hello.
I was wondering what, in your opinion, is the best BSP type, and why it is the best.
Quake BSP
Half-Life BSP
Quake 2 BSP
Quake 3 BSP
Thank you.
I was wondering what, in your opinion, is the best BSP type, and why it is the best.
Quake BSP
Half-Life BSP
Quake 2 BSP
Quake 3 BSP
Thank you.
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- Posts: 368
- Joined: Thu Jun 25, 2009 4:45 am
- Location: Michigan
- Lightgrids (no need to sample model lighting from the bottom lightmap)
- Curves/beziers
- No worries about collision hulls
- Independent lightmap resolution, so you can still use high-res textures without high-res lightmaps. This kills software support
- Ambient occlusion
- Models can be built directly into the map (Similar to UnrealEngine2 StaticMesh)
- Volumetric fog
- Surfaceflags
- No more 'split leafs' (more death to software, but this leads to much faster map rendering as the map geometry is much more simpler)
- Curves/beziers
- No worries about collision hulls
- Independent lightmap resolution, so you can still use high-res textures without high-res lightmaps. This kills software support
- Ambient occlusion
- Models can be built directly into the map (Similar to UnrealEngine2 StaticMesh)
- Volumetric fog
- Surfaceflags
- No more 'split leafs' (more death to software, but this leads to much faster map rendering as the map geometry is much more simpler)
i should not be here
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- Posts: 368
- Joined: Thu Jun 25, 2009 4:45 am
- Location: Michigan
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- Posts: 368
- Joined: Thu Jun 25, 2009 4:45 am
- Location: Michigan
I know I can't simply past this into PSP GLQuake.leileilol wrote:Well... you could've figured that out yourself by playing any id tech3 game. The difference is obvious.
...........and no, this is not something you can simply paste into PSP GLQuake.
I would have to first understand how it works and use references like these:
http://www.mralligator.com/q3/
http://graphics.cs.brown.edu/games/quake/quake3.html
http://www.vicampus.com/index.php?actio ... orial&id=9
http://www.vicampus.com/index.php?actio ... orial&id=8
Anyway's my psp is broken at the moment, so my work on any psp engine has ceased, as of mid march.
That about sums it up. Even Q2 BSP is an improvement over Q1 though - something as simple as areaportals removes the need for cheesy visibility hacks and opens up mapper creativity. Unless the mapper uses cheesy visibility hacks in a creative manner that is, but you know what I mean...leileilol wrote:- Lightgrids (no need to sample model lighting from the bottom lightmap)
- Curves/beziers
- No worries about collision hulls
- Independent lightmap resolution, so you can still use high-res textures without high-res lightmaps. This kills software support
- Ambient occlusion
- Models can be built directly into the map (Similar to UnrealEngine2 StaticMesh)
- Volumetric fog
- Surfaceflags
- No more 'split leafs' (more death to software, but this leads to much faster map rendering as the map geometry is much more simpler)
We had the power, we had the space, we had a sense of time and place
We knew the words, we knew the score, we knew what we were fighting for
We knew the words, we knew the score, we knew what we were fighting for
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- Posts: 368
- Joined: Thu Jun 25, 2009 4:45 am
- Location: Michigan
Half-Life BSP is almost identical to Q1 (HL is a Q1 engine game after all), so the question collapses into one - the difference between Q1 and Q2.Team Xlink wrote:Well after some Google searching, and little to no useful results, here is my question.
Whats the differences between:
Quake 1 BSP and Quake 2 BSP
Half-Life BSP and Quake 2 BSP
Q1 BSP is simpler. Everything is self-contained, it's likely easier to map for in certain respects, so in those terms it's definitely worth using.
Q2 BSP has higher limits, surface flags, areaportals, extra clipping hulls, built-in coloured light, and quite likely techie stuff in the compiler I don't know about (water surfs don't seem to break up in GL Q2 for example). It's like an extended version of Q1 BSP with a lot of the things that were wrong or limited about it just fixed. On the other hand it's slightly more complex to map for, and textures need to be kept external.
(Note that I didn't include skyboxes: skyboxes are a function of the renderer more than of the BSP format, can be included in Q1, and the Q2 renderer could even be modded to support Q1-style sky).
I guess the answer to which you should use depends on what you want to achieve. If the Q1 BSP format gets you the results you want, then by all means use it. If you find yourself struggling with it and fighting it, then don't.
We had the power, we had the space, we had a sense of time and place
We knew the words, we knew the score, we knew what we were fighting for
We knew the words, we knew the score, we knew what we were fighting for