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DarkBASIC Professional Discussion / Any other methods for mapping than using BSP?

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enablerbr
23
Years of Service
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Joined: 22nd Jun 2003
Location: United Kingdom
Posted: 26th Jun 2003 05:18
now until recently i thought the idea of using BSP would be a big plus ( easy soloution). yet today while asking questions about Unreal 2 tools. i came across a big CON against BSP maps. well atleast for what i had in mind game wise.

i want to create a day/night event within my game. now even though with some skybox and texturing tricks. i could create that sort of event. the problem that i'd still face would be the BSP lighting efx. ie all lighting is pre-made and fixed. there would be no way round this. so i couldn't have things like shadows reacting to day/night changes.

also another con to using BSP is that from what i've read upon about other engines. is that zoning portals are very limiting. ie no mater what position i leave a map. when i enter the next map i'll be centred by the zone. yet what i'd like to be able to do is leave the map at any position/point and when i enter the next map. i'll be at the same position/point on the new map that i left the previous map at.

so are there any other ways of making maps without using BSP's.
Drakportalen
23
Years of Service
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Joined: 9th Oct 2002
Location: Sweden
Posted: 26th Jun 2003 05:39
On the Day/Night issue I would have made the BSP and load it and THEN make lights and spot lights and so on an the control the light in the main loop. Example:

Sync On

Bla bla bla horse shit setting up light and thier colors etc....

Do

If GET TIME$ = 00:01:00
COLOR LIGHT 1, RGB(98,11,89)
Endif
If GET TIM$ = 00:02:00
COLOR LIGHT 1, RGB(98,0,98)
Endif

Loop

Now ofcourse You don't need to use GET TIME$ you can use other things and you can make the light fade into the colors if you do it well. But i was just scraching the idea.

www.drakportalen.dot.nu
enablerbr
23
Years of Service
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Joined: 22nd Jun 2003
Location: United Kingdom
Posted: 26th Jun 2003 05:49
well thats not a bad way of dealing with the day/night issue. sept it would still leave the objects and shadow problem.

enablerbr
23
Years of Service
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Joined: 22nd Jun 2003
Location: United Kingdom
Posted: 26th Jun 2003 05:58
i'd like to explain a little about my reasons for the zoning to map issue. i hope if possible to attempt to be the 1st game that has NPC's that can follow a player into the next map also. therefore if the player moves into the next map back 1st because their killing NPC's ( non player characters, for those who don't know). they'll enter the next map back 1st ready to kill the persuing NPC's.

Drakportalen
23
Years of Service
User Offline
Joined: 9th Oct 2002
Location: Sweden
Posted: 26th Jun 2003 14:01 Edited at: 26th Jun 2003 14:22
Well umm... I'm not sure what you mean. But that can't be any problem. If we say that you character is being hunted by some NPC those NPC must clearly have some AI to get it to work right. And if we say that if you reach a sertain "square area" on the map you will transport to a new map and the NPC will follow. Is that what your trying to make? Well that souldn't be a problem you just do the same as if you were going to do it with some other map type .x .3ds or a matrix. First get the X and Z points for the "square area" to get this just create the player or what ever and get the X and Y positions and PRINT em on the screen. After taking out the 4 corners then you do a code simulary to this:



And if the player is in the area you just simply teleports him to the next map at any position you wan't. And If you write the AI so they will follow him.

www.drakportalen.dot.nu

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