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SkYnEt
23
Years of Service
User Offline
Joined: 2nd May 2003
Location: United States
Posted: 17th Jun 2003 00:29
I can't get my BSP to work it keeps going to a black screen. I've tested my BSPs on half-life and they work. Infact they used to work in DBP, but something must've happened. Just to make sure, what do you guys use to load up your bsps? What do you think the problem is?
Compaq Presario 5127SR | D3D Accellerator
1.0ghz Pentium III | 380mb RAM | 1.5mbps Cable
Terabyte
23
Years of Service
User Offline
Joined: 28th Dec 2002
Location: UK
Posted: 17th Jun 2003 00:57
half life maps are very very very very small you only need to move the camera by about 0.1 and the camera range need to be reset to SET CAMERA RANGE 0.1,3000 It is very easy to loose bsp maps in 3d space. also half life maps are rather dark so your best bet to convince yourself tat bsp's work is to create one on valve hammer editor-aka worldcraft and make the map at 0,0,0 and try to run it in dbpro also make sure youve got the latset patch. im not sure wheter bsp's work on the initial version of dbpro but i only started to use them at about patch 2

Info Q.&statments corect@da time of going to pres. I acept 0 responsibility for typos gramaticaly incorect txt swering or pety complant tht u hve so just piss off unles u r anserin da Q.
SkYnEt
23
Years of Service
User Offline
Joined: 2nd May 2003
Location: United States
Posted: 17th Jun 2003 03:49
Ya i Make them at 0,0,0. Sometimes though the screen becomes white.. Very odd..

Compaq Presario 5127SR | D3D Accellerator
1.0ghz Pentium III | 380mb RAM | 1.5mbps Cable
APEXnow
Retired Moderator
23
Years of Service
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Joined: 15th Apr 2003
Location: On a park bench
Posted: 17th Jun 2003 04:31
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.
SkYnEt
23
Years of Service
User Offline
Joined: 2nd May 2003
Location: United States
Posted: 17th Jun 2003 06:36
Do you have an example of sliding collision? 'Cause regular collision doesn't let the user walk through a modeled level (.X)

Compaq Presario 5127SR | D3D Accellerator
1.0ghz Pentium III | 380mb RAM | 1.5mbps Cable
APEXnow
Retired Moderator
23
Years of Service
User Offline
Joined: 15th Apr 2003
Location: On a park bench
Posted: 17th Jun 2003 14:09
TheMuchacho, My dev machine is at the shop so I can't access any of my resources, but I've found a link that may be of help for implementing sliding collision, check out http://www.realitytwin.com/tutorials/FPS_sliding_collision.zip

Also, there are many postings to do with sliding collision in .X map files on http://www.realgametools.com in the forums, just search for them using the handy search facility.

Until my machine returns to me, I can't help any further than what I remember

"Man who looses key to woman's appartment...... He get no nookie" - A wise chinese man.

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