BSP2

Discuss the construction of maps and the tools to create maps for 3D games.
ajay
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BSP2

Post by ajay »

Just a quick question about using the BSP2 tools. I'm guessing that after I've made my map in Worldcraft, saved it as a .map, do I just run TxQSBP2, then LightBSP2 then WVisBSP2? Dumb question I guess, but do I need to run HMap2BSP2?
ajay
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Re: BSP2

Post by ajay »

Also, while I think of it, .md3 in RMQ ?
goldenboy
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Re: BSP2

Post by goldenboy »

Yes, you just use the bsp2 toolchain instead of the old one just like you described. You don't need to use Hmap2BSP2, I think it's just an alternative.

I'm not sure if LightBSP2 uses vis data for lighting - if so you'd run vis before light. MH will probably know this.

TxQBSP2 supports Skip textures. LightBSP2 supports the usual stuff (sunlight etc) plus coloured lights, thanks to MH. The tools also support avelocity-rotating bmodels.

No md3 in RMQ, but IQM. http://lee.fov120.com/iqm/
mh
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Re: BSP2

Post by mh »

The light tool doesn't need or use vis; it's something that could be added at a later date if it became necessary though, but it would always be optional.

Beware that we're in semi-experimental mode with parts of this. Some things may change in coming weeks, but any changes will be optional, off by default, and auto-detected by the engine.

No md3 and unlikely to ever exist. There's no need for it and IQM is just so much better (faster too after today's work. ;) ).
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ceriux
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Re: BSP2

Post by ceriux »

do those tools work with a batch compiler?
goldenboy
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Re: BSP2

Post by goldenboy »

If the batch compiler allows you to set the path to the tools, I don't see why not.

These work just like the old tools.

Edit; engines supporting BSP2 right now are RMQe and FTEQW.
ceriux
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Re: BSP2

Post by ceriux »

would like to see more engines supporting it. what's it's current features again?
goldenboy
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Re: BSP2

Post by goldenboy »

It bumps the old limits inherent to the BSP file format, such as the maximum amount of vertices or clipnodes a map can have.
ajay
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Re: BSP2

Post by ajay »

Excellent, thanks for the info. I'm going to take out the md3s (nice but not necessary) from equake1 and then (as its right up to the usual limit as is) add some of the other map elements in that failed in 'normal' BSP and then give it a whirl :)
goldenboy
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Re: BSP2

Post by goldenboy »

Yeah, that's the intended purpose - providing an overflow valve for maps that hit the limits and would otherwise need to be simplified.

Keep piling it on :twisted:
ajay
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Re: BSP2

Post by ajay »

Feedback:
- yep, they obviously run from a batch file
- they are properly fast
- my huge map compiles with no errors
- rmq runs it smoothly
- I don't like the globe effects at the end of lightning 'streams' : turn off-able?

Brilliant work MH, brilliant
ajay
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Location: Swindon, UK

Re: BSP2

Post by ajay »

goldenboy wrote:If the batch compiler allows you to set the path to the tools, I don't see why not.

These work just like the old tools.

Edit; engines supporting BSP2 right now are RMQe and FTEQW.
What version of FTEQW supports it? Can't find it.
mh
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Re: BSP2

Post by mh »

ajay wrote:- I don't like the globe effects at the end of lightning 'streams' : turn off-able?
r_show_coronas 0

;)
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
Spike
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Re: BSP2

Post by Spike »

ajay wrote:What version of FTEQW supports it? Can't find it.
http://triptohell.info/moodles/ - any from there.
ceriux
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Re: BSP2

Post by ceriux »

where can i download the latest rmq again?
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