advice for map format.
advice for map format.
hey guys. i was wanting to make a mod that uses hlbsp via darkplaces. was wondering if i could run into any kind of issues of any sort when making this decision?
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Re: advice for map format.
tl;dr: Yes.ceriux wrote:hey guys. i was wanting to make a mod that uses hlbsp via darkplaces. was wondering if i could run into any kind of issues of any sort when making this decision?
Long version: it will depend of a lot of things. First, why use HLBSP instead the native Quake format or say, Q3BSP ? Any features that are unavailable outside HLBSP ? Or you have more experience mapping for HL/CS maybe ?
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC (LordHavoc)
main reason hammer is what i map with, 2ndary reason better textures with out just using tga's to lay over the orginals. also easier colored lighting and i dont know how to map for q3. quark and all other editors iv attempted are far too complex for what they need to be and dont even put out as good of results (at least for me) for making nice geometry.
Re: advice for map format.
I think hlbsp maps take longer to compile. Although it has better quality, especially the transparencies (i don´t know do it in the quake maps). But it has some strange errors when I edit the entities in the map already compiled (I use the quark). For this I testing entities in the bsp quake. Then copy the entities tested and stick in the hl.map.
hi, I am nahuel, I love quake and qc.