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.

DarkBASIC Professional Discussion / what kinds of level formats are you using for your games?

Author
Message
coderguy
23
Years of Service
User Offline
Joined: 17th Jun 2003
Location:
Posted: 19th Jun 2003 04:49
i'd like to make a first person type game, but i can't get many .bsp's to display correctly. is anyone else using them? if not, what do you use? thanks!
Shadow Robert
23
Years of Service
User Offline
Joined: 22nd Sep 2002
Location: Hertfordshire, England
Posted: 19th Jun 2003 05:08
i use them... GTK Radient w/Quake3 Compiler + WinZip 8.x is all you need.
gimme 30min's i'll give you a quick tutorial on howto create a level with it & get it into DBP

I pride myself that i don't kill...
well not without a good reason
Dr OcCuLt
23
Years of Service
User Offline
Joined: 27th Nov 2002
Location: a Dark Deep Dark pit, it dark in here
Posted: 19th Jun 2003 05:09
bsp work for me have you tryed up dataing patch4.1.some of time half life map go odd in the some of old patchs

bay the way where did you get the .bsp from half-life or Quake 2-3?

--Dr 0--


You mean like a book?
Justin Timberlake N Sync.
On what he read this year that he most liked.
coderguy
23
Years of Service
User Offline
Joined: 17th Jun 2003
Location:
Posted: 19th Jun 2003 08:50
Raven - if you could post a tutorial or something, that would be great!

Dr Occult - I've tried all kinds; Counterstrike maps seem to work pretty well, just not Quake 3.

Andy Igoe
23
Years of Service
User Offline
Joined: 6th Oct 2002
Location: United Kingdom
Posted: 19th Jun 2003 09:34
I use fractals. I don't recommend you try.

Not because fractal mapping techniques are incredibly complicated. It's just an awful lot of work to achieve something you could do in an editor in a few minutes.

I choose fractals because I love them, i'm madly in love with a random number sequence right now and i'm seeing 42,338,257 on the side at the same time.

Yes, programming fractals really will destroy your brain to a similar degree and doesn't in any way help you actually put an object on screen - infact, fractals just complicate the process.

/hug Fractals

Pneumatic Dryll
Terabyte
23
Years of Service
User Offline
Joined: 28th Dec 2002
Location: UK
Posted: 19th Jun 2003 11:05
i use bsp....its the only level format we can use! [img] [/img]

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.
Shadow Robert
23
Years of Service
User Offline
Joined: 22nd Sep 2002
Location: Hertfordshire, England
Posted: 19th Jun 2003 12:13
oki i'll start this tutorial in about 20mins ... i was gonna start earlier but then i remembed i hadn't finished Kevil's thing - which is now almost done, just a little extra textureing and some Doors to make

i'm about to post a screenshot in his thread if you wanna see what i've spent the past few hours tinkering with (^_^) for saying i've only stuck to conventional UV Mapping i don't think its a half had job either hehee.

i should have a working example tutorial up within the next 24hrs gotta go a specular bump map shader + want to work for around 8-9hrs on Randi's stuff... so no sleep tonite
but i don't actually care for once, i'm so happy getting back to doing some creative stuff

I pride myself that i don't kill...
well not without a good reason
indi
23
Years of Service
User Offline
Joined: 26th Aug 2002
Location: Earth, Brisbane, Australia
Posted: 19th Jun 2003 13:09
I made my own formats dtk dtm dts dtt

indi
23
Years of Service
User Offline
Joined: 26th Aug 2002
Location: Earth, Brisbane, Australia
Posted: 19th Jun 2003 13:11
oops sorry i see what your referring to.

Bsps from quake 2 and 3 seem to be a lot better on this end when I tested some but im no bsp guru so I cant say what type of bsp is the best.

There will a portal system coming up in patch5 so you may want to experiment until then as this might be a much better solution in comparison to an alternative bsp method.

Van B
Moderator
23
Years of Service
User Offline
Joined: 8th Oct 2002
Location: Sunnyvale
Posted: 19th Jun 2003 15:28
Fractals are great for landscapes - although I know little about them, I still managed to make a landscape generator in Stoked.

If you look into Perlin noise - that's sorta like a fractal, except it's all random generated, and makes bitchin landscapes.

.X files are about the only real alternative to .BSP - you can control .X models quite easily, because doors, lifts etc can simply be seperate limbs. The automatic collision and detail hiding on .BSP's makes them worthwhile though.


Van-B

My cats breath smells of cat food.
Dr OcCuLt
23
Years of Service
User Offline
Joined: 27th Nov 2002
Location: a Dark Deep Dark pit, it dark in here
Posted: 19th Jun 2003 15:39
when patch-5 come out i think it going to hava a new format called DBproBSP this may work better then BSP for quake or half-life?

p.s. has the TEST P-5 go`n out on DBDN yet

--Dr 0--


You mean like a book?
Justin Timberlake N Sync.
On what he read this year that he most liked.
coderguy
23
Years of Service
User Offline
Joined: 17th Jun 2003
Location:
Posted: 19th Jun 2003 21:23
Thanks very much to everyone for all your help! I remember seeing that a tutorial comes with dbpro demonstrating an fps type game - is it a good example? (i haven't bought dbpro yet, and if the example is worth it, i would).

Ian T
23
Years of Service
User Offline
Joined: 12th Sep 2002
Location: Around
Posted: 20th Jun 2003 00:29
Van, Stoked was real fun

--Mouse

Famous Fighting Furball
Dr OcCuLt
23
Years of Service
User Offline
Joined: 27th Nov 2002
Location: a Dark Deep Dark pit, it dark in here
Posted: 20th Jun 2003 01:31 Edited at: 20th Jun 2003 01:32
the fps tutorial is very good.

--Dr 0--


You mean like a book?
Justin Timberlake N Sync.
On what he read this year that he most liked.
Van B
Moderator
23
Years of Service
User Offline
Joined: 8th Oct 2002
Location: Sunnyvale
Posted: 20th Jun 2003 01:35
Mouse,
Thanks - I'm probably gonna upload the source soon.


Van-B

My cats breath smells of cat food.
MikeS
Retired Moderator
23
Years of Service
User Offline
Joined: 2nd Dec 2002
Location: United States
Posted: 20th Jun 2003 01:53
[/quote].X files are about the only real alternative to .BSP [quote]

So is bsp the best way to go then?
I shall try myself, and see if I encounter any problems.




http://www.geocities.com/yellow1dbp/index.html?1055790955556
Let me know if you want your site to have a link on my page.
IanM
Retired Moderator
23
Years of Service
User Offline
Joined: 11th Sep 2002
Location: In my moon base
Posted: 20th Jun 2003 02:03
And they'll be even more of an alternative (hopefully) with patch 5.

I am working on two formats for levels:

1) heightmaps for sloping terrains (I managed to get a 600x750 tile example running today, but is really only limited only by memory)

2) heightmaps for regular formations (walls, steps, pillars etc - not yet started coding this one yet)

Then I'll combine the two to allow both formats to be used together on the same landscape.

Patch 5 should really make the two formats more usable than they are at the moment - they are a bit polygon intensive at the moment.

Login to post a reply

Server time is: 2026-07-11 14:55:08
Your offset time is: 2026-07-11 14:55:08