TheMuchacho, if the whole BSP appears white, your textures are not being loaded as they should, this may be due to the fact that your texture WAD file is not accessible, i.e. in the same directory as your BSP. Another reason I've found is, if you've upgraded to v4.1, the SKY texture appears white instead of transparent. I've not found the reason for this as it is a DBPro issue, but I suspect that all the new additions for DBO format and the like have contributed to the sudden change.
For those of you who are persisting on using BSP at this stage, use an alternative like .X and LM.X level exportation that CShop uses. This basically boils down to having two .X files, one with base textures and one with lightmap textures. There are still issues to do with BSP that have yet to be resolved, I've already stated these issues on the latter part of "3-Dimensional Chat/The Ultimate BSP Thread" post, so I won't re-itterate here.
If you're wondering what the hell I'm talking about when using the .X and LN.X model format, basically it's this.
1. CShop exports two forms of the .X model format. the first .X model is a level with all the base textures, i.e, walls, ceiling, carpet design etc. The LM.X model is exactly the same .X model but with the LightMap textutes for each surface.
2. Load the .X model first and setup your object collision code to use this file.
3. Load the LM.X Lightmapped file and Ghost the object using flag value 1. Basically this will create a fully lightmapped and textured .X level for game creation. The OBJECT INTERSECT function works very well for object collision, and if you use it right, it can also be used for object collision sliding.
I'm in the process of using the above method as an alternative for BSP, when I've finished a usable test program that implements .X & LM.X sliding collision with proper gravity physics, I'll make it available for the rest of you to download
"Man who looses key to woman's appartment...... He get no nookie" - A wise chinese man.