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Quake1 Bsp2 Format

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Re: Quake1 Bsp2 Format

Postby taniwha » Tue Sep 11, 2012 5:47 am

goldenboy: I just partly-successfully loaded that map into blender (my script puked on trigger_relay2: I haven't told it to scan the rmq sources (deliberately, I'm working on script error handling)). Impressive.

...

Ok, I've just got it to load entirely (still with the wrong entity classes): 100k faces, 800+ objects, ~50s to import but blender doesn't sniffle when rotating around. (until I got my entity relationship lines working: then it slows down a bit)
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Re: Quake1 Bsp2 Format

Postby goldenboy » Tue Sep 11, 2012 12:01 pm

Thanks for the feedback.

trigger_relay2: I had tried to remove all RMQ stuff (including candles, unfortunately) before I compiled; guess I overlooked something.

BSP2 should be independent of RMQ mod support. I'll go and remove the last RMQ entities from the sample map.

The Blender thing is starting to look really interesting.

About too many polies drawn: Yes... the BSP was only fastvised. It should get better if you have a powerful enough machine to fullvis the example .map. The polycount / PVS situation would be completely solved if Q1 supported hint brushes (forcing the creation of a new portal).

I have an FBSP version of the example map where I used hint brushes to get the vis-blocking near perfect. It's more fuzzy in Q1 where you can't do that.

By the way, I guess everybody is aware that you can load a BSP file into a hex editor to check if it uses "BSP2", "2PSB" or anything else. I'm probably stating the obvious here, considering this is i3d :wink:
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Re: Quake1 Bsp2 Format

Postby taniwha » Tue Sep 11, 2012 10:57 pm

Well, I'm glad you missed a few :).

I don't know about hmap2, but qfbsp has support for hint, skip and detail brushes. However, it does seem to have some problems compiling the map:
Code: Select all
WARNING: CutNodePortals_r:new portal was clipped away
(several)
Code: Select all
reached occupant at: (-3168,-1248,-2048) light
(lots, probably related)
Code: Select all
               model : *187
           neworigin : 0 0 -0.5
           classname : func_illusionary
Fatal Error: Entity with no valid brushes

ouch

I suspect it's all due to precision issues in qfbsp: optimized gives different results to unoptimized, so I have no idea how correct qfbsp actually is. I'll work on it soon.
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Re: Quake1 Bsp2 Format

Postby taniwha » Tue Sep 11, 2012 11:38 pm

Ok, I just had a bit of a look and it turns out qfbsp does not like brushes with one normal face and skip for the others.

I guess I need to study rmq's map tools :)
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Re: Quake1 Bsp2 Format

Postby goldenboy » Wed Sep 12, 2012 12:11 am

reached occupant is a leak, that shouldn't happen. It had no leak when I compiled it.

The skip stuff is another remnant from RMQ, probably func_water. Which in turn is also an RMQ remnant... vanilla quake doesn't really have skip. Not sure what hmap2 does with skip faces actually. RMQ's txqbsp2 has a skip tool built in (ie skip faces are just stripped).

New portal was clipped away is something you can safely ignore. Bengt Jardrup's page has a text file with compiler error messages and what they mean / how critical they are.
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Re: Quake1 Bsp2 Format

Postby taniwha » Wed Sep 12, 2012 12:49 am

qfbsp supports hint/skip brushes. The problem is it doesn't seem to support sometex/skip brushes.

Yeah, I figure the leak is a qfbsp bug. As for the portals, if you get about 200 of them, then I won't worry.

Oh, and thanks to that, I now know what R_ReadPointFile_f is for :) (despite the pointfile command having a useful doc string attached, I never noticed it)
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Re: Quake1 Bsp2 Format

Postby qbism » Wed Sep 12, 2012 2:21 am

goldenboy wrote:The skip stuff is another remnant from RMQ, probably func_water. Which in turn is also an RMQ remnant... vanilla quake doesn't really have skip. Not sure what hmap2 does with skip faces actually.
Would newskip work? I've been playing with that.

hmap2 doesn't deal w/ skip textures. It doesn't seem to have func_water support, at least not the same as Pox's extras. I uploaded modified hmap2 code to svn that adds func_water support. I also uploaded a modified newskip that "plays nice" by ignoring extension of file passed to it, like other tools do, so that it can be added to radiant's xml menu (or Quark I suppose). Now I've had enough w/ radiant xml and am using ne_q1spCompilingGui. I've only used these tools with small maps and the extras demo maps.

Newskip should maybe be checked that it works with the higher BSP2 limits or if it needs modified.

http://qbism.svn.sourceforge.net/viewvc/qbism/tools/
Unsupported sub-alpha source only.
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Re: Quake1 Bsp2 Format

Postby qbism » Wed Sep 12, 2012 2:49 am

taniwha wrote:I used hmap2's bspfile.[ch] as a reference (mostly the header, but I also found a bug in the header: it was saying a node's firstface/numfaces vars were still short when they're actually int. Lordhavoc fixed that :)). After that, it was just a minor matter of fixing some local vars that were short (including mnode_t and asm_draw.h) but needed to be int.
Is this referring to unsigned short firstfaces and numfaces in dnode_t?
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Re: Quake1 Bsp2 Format

Postby taniwha » Wed Sep 12, 2012 4:28 am

qbism wrote:
taniwha wrote:I used hmap2's bspfile.[ch] as a reference (mostly the header, but I also found a bug in the header: it was saying a node's firstface/numfaces vars were still short when they're actually int. Lordhavoc fixed that :)). After that, it was just a minor matter of fixing some local vars that were short (including mnode_t and asm_draw.h) but needed to be int.
Is this referring to unsigned short firstfaces and numfaces in dnode_t?

Yes, it is.
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Re: Quake1 Bsp2 Format

Postby qbism » Wed Sep 12, 2012 5:06 pm

Thanks. In the latest posted build http://icculus.org/twilight/darkplaces/ ... 0beta1.zip they're unsigned short in dnode_t.
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Re: Quake1 Bsp2 Format

Postby taniwha » Wed Sep 12, 2012 9:55 pm

I carefully checked (at the time) and the fields are read and written as ints (dp doesn't actually use the structs, which is why LordHavoc never noticed the error)
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Re: Quake1 Bsp2 Format

Postby Tronyn » Sun Dec 23, 2012 6:35 pm

Hi everyone,
So I finally released my bps2-format map lately.
There's a func_msgboard post for it here, with some discussion of which engines work and a few bug reports:
http://celephais.net/board/view_thread. ... 879&end=25
The quaddicted page for it is here:
http://www.quaddicted.com/reviews/something_wicked.html
I have more maps that will be using bsp2, and apparently there's still multiple versions of it, so I'm hoping to find out which version of the format/tools I should use to get the widest possible support for future maps. I'm even not opposed to recompiling this map (320 hours) to get support in more engines, so long as the vis state save bug is fixed (in the version of the tools I have, if you stop vis and start it again, the compiler crashes upon completion and the map won't load - it has to be one long vis session, though you can pause the process).
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Re: Quake1 Bsp2 Format

Postby Spirit » Sun Dec 23, 2012 7:11 pm

How different would the resulting map look if Tronyn would just use hmap2? LIghting?

I wrote http://www.quaddicted.com/tools/bsp2_format yesterday in a moment of bored creativity, it sucks, you can edit it.
Improve Quaddicted, send me a pull request: https://github.com/SpiritQuaddicted/Quaddicted-reviews
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Re: Quake1 Bsp2 Format

Postby Seven » Mon Dec 24, 2012 10:55 am

Hello Tronyn,

Thank you for posting the info about your new map and link
(for those who do not visit func_board regularly) ;)

As I saw your screenshots and after several minutes as my jaw went up again :)
I had to try it and chose FTE engine for it.

Your layout and theme is really beautiful and exactly what I love about Quake.
FTE could run it smoothely.

But I also want to mention one thing that I felt while playing it:
Somehow the huge areas doesnt fit so well to the Quake monsters.
They are "designed" for smaller areas/maps.
While mapping is becoming more and more huge with newer map formats (bsp2),
we should not forget to also take care about the monsters to make them somehow
"match" and make use of the new map-styles.

Other than that:
Another amazing work of yours ! :)

Thank you very much for keeping the single player part of Quake alive.
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Re: Quake1 Bsp2 Format

Postby taniwha » Tue Dec 25, 2012 9:37 am

Spirit: qfbsp, qfvis and qflight support bsp2. I've edited the page :)
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