ok so I've been screwing around with the source code of Xash3d and noticed they used code from Darkplaces and other mods and I was wondering if it was possible make it compatible with the quake 3 map format like Darkplaces is now i already checked for a bspfile.h like in Darkplaces/Quake but no luck(obviously or I would not be here ;P ) so does any one know where the code for rendering .bsp models is please enlighten me
EDIT found bspfile.h now just need pointers
Adding Q3 map support to Xash3d(Goldsrc clone)
Re: Adding Q3 map support to Xash3d(Goldsrc clone)
You'd have to worry about not only how you traverse the bsp in the refresh code, but also the collision and server code.
sv_world, sv_model, r_surf, r_model, and pmovetst would be your new bestest friends.
EDIT: After I thought about it, I think looking at FTEQW would be much closer to stock QW, although I have no clue how close xash3d is to stock QW code in regards to the refresh.
sv_world, sv_model, r_surf, r_model, and pmovetst would be your new bestest friends.
EDIT: After I thought about it, I think looking at FTEQW would be much closer to stock QW, although I have no clue how close xash3d is to stock QW code in regards to the refresh.
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DolphinsOfCydonia
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Re: Adding Q3 map support to Xash3d(Goldsrc clone)
What's Xash3d based on? Is it a GPL violator?
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DolphinsOfCydonia
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Re: Adding Q3 map support to Xash3d(Goldsrc clone)
Looks like a GPL violator.
Re: Adding Q3 map support to Xash3d(Goldsrc clone)
technically it does not violate GPL because all of the code that is not GPL is in a separate folder(in a separate download) the majority of the engine is based of Darkplaces and other quake mods the small fraction of Valve code it does have i will be replacing with Quake world code now can we get back on subject?
*EDIT here is its forum for more information http://translate.google.com/translate?h ... md%3Dimvns
*EDIT here is its forum for more information http://translate.google.com/translate?h ... md%3Dimvns
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DolphinsOfCydonia
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- Joined: Tue Nov 08, 2011 4:01 am