Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

3 Dimensional Chat / BSP or .X maps?

Author
Message
QuothTheRaven
22
Years of Service
User Offline
Joined: 2nd Oct 2002
Location: United States
Posted: 22nd Oct 2003 04:36
I was going to post this in the ultimate BSP thread but it's really about .X maps, not BSP. I was wondering if it would be a good/plausible idea to create good maps in .X? Can .X handle lightmaps? I know I can make .X / .3DS maps with ease, but is .X a good idea for maps? I don't want to create a map with everything lit the same way, I want to create some atmosphere, is BSP really required for this? Or can .X do what I need in terms of atmospheric, interesting level design?

M00NSHiNE
21
Years of Service
User Offline
Joined: 4th Aug 2003
Location: England, UK
Posted: 23rd Oct 2003 16:39
Just noticed nobody replied to my thread, and your neither. So I'll reply for you

I've decided to drop BSP alltogether...It's to much work to get them implemented, theyre not really working all that well etc

When this VIS portal comes into play after U6, then .x files will be my choice. Dont know about the lightmaps, but I think they are possible, as the Obsidian game thats being developed by GCEclipse uses CShop .x models divided into segments, and the screenshots showed some really atmospheric levels with lightmaps and the like. So yeah, I guess its possible.

The portal will allow very detailed .x models and with Kensupen's BSP style collision code they should be easy to set up collisions.

Im not much of a BSP expert so dont really take my word for it though

ZEDWARE website coming soon... //END TRANSMISSION//
Philip 1337
22
Years of Service
User Offline
Joined: 27th Aug 2002
Location: United Kingdom
Posted: 23rd Oct 2003 19:58
When I use light maps I type this:
QuothTheRaven
22
Years of Service
User Offline
Joined: 2nd Oct 2002
Location: United States
Posted: 23rd Oct 2003 23:22
hmmm...clever idea...but it sounds tricky to impliment. Wouldn't there be a mess of overlapping polygons?

zircher
22
Years of Service
User Offline
Joined: 27th Dec 2002
Location: Oklahoma
Posted: 24th Oct 2003 03:07
That seems like mega polygon overkill. There is no difference between an X model and an X landscape. Try the "set normalization on" and "set object light" commands and see if your terrain will be much more reactive to the lights.
--
TAZ
Genesis Rage
21
Years of Service
User Offline
Joined: 5th Oct 2003
Location:
Posted: 24th Oct 2003 06:01
Quote: "When this VIS portal comes into play after U6"

Quote: "Kensupen's BSP style collision code "


what is this VIS Portal... im extremely new to DB Pro... worked a lot with DB Classic when it first came out... but that was a long time ago...

and the BSP syle code... is this code freeware... im trying to get good sliding collision... but im not having much success

==Main Computer==
Athlon XP 3000+, 1024mb, Radeon 9800 Pro, XP Pro, DX9
M00NSHiNE
21
Years of Service
User Offline
Joined: 4th Aug 2003
Location: England, UK
Posted: 24th Oct 2003 15:43
Genesis Rage : The VIS portal is a feature being added to DBPro U6 whereby all polygons that are blocked, say you have a statue but its behind a wall, those hidden polygons (ie the statue) are ignored by the renderer and are therefore not drawn.

ensupens code is free, find it under the CODE SNIPPETS board, as the top sticky post. The very first page, the first post, click the link to download the code and the example exe.... its very impressive

ZEDWARE website coming soon... //END TRANSMISSION//
QuothTheRaven
22
Years of Service
User Offline
Joined: 2nd Oct 2002
Location: United States
Posted: 25th Oct 2003 01:52
moon, all polygons for any type of object?

And DBP renders all polys on screen if they're behind something?!

las6
22
Years of Service
User Offline
Joined: 2nd Sep 2002
Location: Finland
Posted: 27th Oct 2003 12:38
to clear things out, it will only Hide objects, not separate polygons out of objects. So if your map would be 1 big object, it wouldn't really help at all.

Keyboard not detected. Press F1 to continue.
Genesis Rage
21
Years of Service
User Offline
Joined: 5th Oct 2003
Location:
Posted: 27th Oct 2003 16:34
but if you made a level like Unreal Engine uses... a simple block-shaped level... then add in static objects for detail... it might work better that way? granted its still showing the rest of the level... but if that level is made up out of floor/ceiling/walls without much detail...?..? mabee...?

==Main Computer==
Athlon XP 3000+, 1024mb, Radeon 9800 Pro 128mb 8xAGP, XP Pro

Login to post a reply

Server time is: 2025-05-16 11:37:40
Your offset time is: 2025-05-16 11:37:40