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DarkBASIC Professional Discussion / How to fix bsp issues...

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Vulcan Omega
22
Years of Service
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Joined: 17th Dec 2002
Location: United Kingdom
Posted: 17th Jan 2003 09:12
Hello everyone, how are ya all doing ?

Well there seems to be that everyone has problems with bsp's so I hope to explain how to solve it.

First don't use any other map editors, make your own which outputs an .X file extension.
Second when DBP's .X to .BSP compiler works you can use your own map.x to convert to .bsp
Third you shouldn't have problems.

If you are all wondering, I will be creating my own level editor/script editor in the future and I will be releasing it for public release in the future for a small fee.

Hope that solves your problems.
Redmotion
22
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Joined: 16th Jan 2003
Location: Mmm mmm.. Marmite
Posted: 17th Jan 2003 12:24
1. I think people want to use BSP because of the radiosity. I'm not impressed in maps without lighting included. Without
calculated lighting the average map will look about 8 YEARS out of date - eg: pants.

2. Cartography shop does nice radiosity - but the demo is rubbish - you can't test whether it works properly in DBPro.
eg: exports files that ALWAYS work first time. Does anybody know if it does work properly?

Kangaroo2
22
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Joined: 26th Sep 2002
Location: United Kingdom
Posted: 17th Jan 2003 16:52
I haven't had it long but bought it because I heard it did, and I haven't had any problems yet

Redmotion
22
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Joined: 16th Jan 2003
Location: Mmm mmm.. Marmite
Posted: 17th Jan 2003 17:22
Sorry to sound dumb but does this mean that a map, made with Cart.Shop WITH proper texturing and lighting solution WORKS first time in DBPro?!!!

How do you do this, exactly?!!

the architect
22
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Joined: 6th Jan 2003
Location: United Kingdom
Posted: 17th Jan 2003 22:21
Vulcan Omega

The problem is, have you ever tried to write a descent level.x for a large game. At the moment I get no Lighting, the compiler is EXTREMELY temporamental(?) and it just looks S**T!

I have made and compiled a Half-life level using quaRKE and I was jumping up and down with joy! Except that when you add objects they flicker. I think it is the light maps doing it. We know the light maps do work because half-life works fine.

My point is someone tell me one game format which works on quaRKE and I will get it!

mimesis
22
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Joined: 26th Aug 2002
Location: Norway
Posted: 17th Jan 2003 22:59
Try this to stop the flickering.

Make an 32x32 greyscale bmp with solid color rgb(150,150,150), you can experiment with the brightness, however I think greyscale works best.

then in dbp load up the bmp and apply it to the object
flickering as a light map, like this:

load image "grey.bmp",1
make object cube 1,5
set light mapping on 1,1

It works for me , hope it works for you

Cheers!
Vulcan Omega
22
Years of Service
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Joined: 17th Dec 2002
Location: United Kingdom
Posted: 17th Jan 2003 23:14
As I said earlier, I'm making my own level editor which will allow me to add entities and functions like doors, place enemies and how they are triggered etc. When completed my level editor will have lighting and other things.

The conversion of a demo.x to demo.bsp can be done with the included .x to .bsp complier by DBP "which currently doesn't work". What I will do with my own level editor is perhaps linking it to work with Zoner's compilers etc.

"How to fix bsp issues" isn't really a fix but perhaps a solution for people who have problems with editors like Quark and licensing issues like Quake editors etc.

I shouldn't have made this post as "How to fix bsp issues" sorry for the confusion if any caused.

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