bsp models size question.
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bsp models size question.
when loading an external bsp (like the explode boxes) is there a size limit of the bsp? or does the size not matter at all. are there any limitations i have to be aware of? i use darkplaces.
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ceriux - Posts: 2223
- Joined: Sat Sep 06, 2008 3:30 pm
- Location: Indiana, USA
Re: bsp models size question.
I haven't noticed anything in the renderer that makes a distinction between the world bsp and other bsp models for any limitations. While its usefulness is debatable*, there's no reason I know of you shouldn't be able to load a second map as a non-world bsp model.
* I can think of some, but that would require specially crafted maps to make it worth while.
* I can think of some, but that would require specially crafted maps to make it worth while.
Leave others their otherness.
http://quakeforge.net/
http://quakeforge.net/
- taniwha
- Posts: 399
- Joined: Thu Jan 14, 2010 7:11 am
Re: bsp models size question.
I already tested to load an entire level (E1M3) inside another map (a simple box large enough to fit the loaded map) as a bsp model (in FitzQuake IIRC). No complaints from the engine side. 
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC
(LordHavoc)
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frag.machine - Posts: 2090
- Joined: Sat Nov 25, 2006 1:49 pm
Re: bsp models size question.
nice, but how does collison work. like normal bsp? or is more like the models like the player? id like to load a couple of kind of large structures (damagable) as objectives. not as large as a whole map. will lighting still work properly with them?
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ceriux - Posts: 2223
- Joined: Sat Sep 06, 2008 3:30 pm
- Location: Indiana, USA
Re: bsp models size question.
ceriux wrote:nice, but how does collison work. like normal bsp? or is more like the models like the player? id like to load a couple of kind of large structures (damagable) as objectives. not as large as a whole map. will lighting still work properly with them?
collision: since you're using DP it should work OK even if you rotate the BSP (for example, giant cogs or a water mill).
No, alias models use a non-rotating box for collision, BSP models use the model hull for collision, so you're OK for example with destructible stairs or ramps or whatever you come up.
lightining: it's fixed, unafected by world at all (exactly like an ammo box or a health kit works in Quake), so unless you carefully light both the BSP models and the world they'll look ugly. There are a couple engines out there that may support dynamic lights on BSP models, if memory serves me well DirectQ (and consequently RMQe) have this. Dunno if DP does this.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC
(LordHavoc)
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frag.machine - Posts: 2090
- Joined: Sat Nov 25, 2006 1:49 pm
Re: bsp models size question.
frag.machine wrote:u rotate the BSP (for example, giant cogs or a water mill).
or a drivable boat
i should not be here
- leileilol
- Posts: 2783
- Joined: Fri Oct 15, 2004 3:23 am
Re: bsp models size question.
you need to use movetype_push to push/carry other ents. this requires using velocity/avelocity to do the actual moving. which kinda sucks.
- Spike
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- Joined: Fri Nov 05, 2004 3:12 am
- Location: UK
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