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DarkBASIC Professional Discussion / bsp starting point?

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coderguy
23
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Joined: 17th Jun 2003
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Posted: 18th Jun 2003 01:54
does anyone know of a way to find/etract the player starting point of a bsp? i'd like to be able to walk around one, instead of just looking at it floating in space.

ps my bsp's are showing up with some primitives missing, any ideas?

thanks!
coderguy
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Joined: 17th Jun 2003
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Posted: 18th Jun 2003 22:21
it's a quake 3 map...any help???

MasterInsan0
23
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Joined: 14th May 2003
Location: United States
Posted: 19th Jun 2003 00:02 Edited at: 19th Jun 2003 00:03
As far as I know, there really isn't any way to get the starting point of a BSP map unless they decide to implement it. This is because all it really is is a tag to the program reading the bsp level telling it to place the character here. Unless they decide to support only a specific type of BSP (for example, Half-Life bsps only), then they won't be able to implement player start points. Then again, they could make a custom .fgd file for DBPro including an info_player_start, but they're probably too busy fixing bugs to do that right now.

As to your bsps missing primitives, try doing the level in a few different bsp/world editors and see what it says. If you're missing primitives using any of the bsp editors, it might be a DBPro bug.
APEXnow
Retired Moderator
23
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Joined: 15th Apr 2003
Location: On a park bench
Posted: 21st Jun 2003 11:35
You can download the BSP entity tool from http://www.realgametools.com. This will allow you to interagate the BSP for Entity information.

The reason why BSP primitive's are missing is because they are represented as Entity class entries in the BSP file. All brushes that are entities will not be loaded or displayed by DBPro, you have to implement this yourself using 3D geometry commands of DBPro.

APEX!

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

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