Quake1 Bsp2 Format

Discuss the construction of maps and the tools to create maps for 3D games.
Spirit
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Re: Quake1 Bsp2 Format

Post by Spirit »

I kinda expected that but was not sure. Thanks!(!) Those should pretty much identical to Jardrup's tools I guess? Do they have sunlight2 etc?
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taniwha
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Re: Quake1 Bsp2 Format

Post by taniwha »

I don't know about Jardrup's tools (I need to take a look), but I'm pretty sure qflight doesn't do sunlight. Beyond keeping things maybe working, qflight and qfvis have been mostly neglected. Even qfbsp to a certain extent :( Only one of me and too much code. It's got me surrounded. All those files are out to get me. No fair, several hundred to one. Help, help, I'm drowning in code.

Just kidding, but there is only one of me and a huge todo list. A pointer to his code would be fantastic.

qfbsp does support detail, hint and skip brushes/faces. And entity origin (for rotation), it seems. qflight does have some extensions, but I've lost track of what. The worst bit is other than a brief look (and a bit of a fight with pthreads in qfvis), I haven't really touched much of that code since 2004 or earlier, though I did put doxygen comments on just about every qfbsp function.
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taniwha
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Re: Quake1 Bsp2 Format

Post by taniwha »

yay, google. tx/treebsp? and the vis/light below it, roght? (http://user.tninet.se/~xir870k/)
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Spirit
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Re: Quake1 Bsp2 Format

Post by Spirit »

taniwha wrote:Only one of me and too much code. It's got me surrounded. All those files are out to get me. No fair, several hundred to one. Help, help, I'm drowning in code.
With 's/code/files/g' that sounds awfully familiar. ;)

Yeah, that one is it. However http://www.quaddicted.com/files/tools/B ... uredR2.zip is with additional colored lighting support and multi-threading. And http://www.quaddicted.com/files/tools/wvis_20100119.7z is multithread VIS.
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taniwha
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Re: Quake1 Bsp2 Format

Post by taniwha »

Thanks, I'll check them out, though qf's tools already do multithreaded vis and colored lights.
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taniwha
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Re: Quake1 Bsp2 Format

Post by taniwha »

Ugh, some of his features are there, but via different paths. Part of the problem is that qflight is a bit of a munge of openquartz and hlight (an old version). I'll see what I can do about merging in features.
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ajay
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Re: Quake1 Bsp2 Format

Post by ajay »

Does anyone know what the vis leafs max for BSP2 is, I'm just nudging double the old BSP max, and can make some efficiency savings if necessary, but pre-warning would be cool ;)
Spike
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Re: Quake1 Bsp2 Format

Post by Spike »

the format itself? 2 billion (ignoring file size limit of 4 billion, and ram limits).
engines and compilers may have a lower limit...
ajay
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Re: Quake1 Bsp2 Format

Post by ajay »

Cool, 1999984000 to play with then ;) Tools and engine are holding up so far, as are vis (admittedly on -fast) times, and framerates.
revelator
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Re: Quake1 Bsp2 Format

Post by revelator »

I port stuff daily so maybe i can help with getting txqbsp2 ported.
Let me know where i can get the source and ill see what i can do.

Reckless
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