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DarkBASIC Professional Discussion / bsp for the 100th time

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Terabyte
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Posted: 28th Oct 2003 19:10
hehe ive made so many posts about it

Who here actually has valve hammer editor and half life installed properly and is able to make bsp maps which show up in dbpro.

Before you bombard me with links to bsp topics which "should" resolve my problem.. thanks... but i've seen them.

I can get valve to compile and run a map in half life with all the lights working and no errors in the log. Although. It does compile rather quickly. maybe thats cus im compiling on a 2.4ghz rather than az 1.3ghz but surly it should only be twice as quick and not 100's of times faster.

I have a geforce fx5200 atm with dx9.0b so dont say its my crappy system

anyone got valve to work (apart from darth)?
anyone got any ideas of why it works in valve and half life but only shows up as black shadows in my db game? ill post the source in a minute. thx

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CattleRustler
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Posted: 28th Oct 2003 20:49
well, since all you want to know is "who" and not "why" or "how"...

ME.
(in the process of making an FPS/FPPuzzler using BSP's made in VHE3.4 set to HalfLife style compilation)

-RUST-
Terabyte
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Posted: 28th Oct 2003 21:24
cattlerustler do you have msn if so could you add me to your list thx [email protected]

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Metamophic
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Posted: 28th Oct 2003 22:04
why does everybody use hammer? you cant use it(legally) exept for HL maps. so is it the dbpro bsp compiler that has all the bugs in it?

www.freewebs.com/metamorphicsoft
Terabyte
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Posted: 28th Oct 2003 22:07
well apareently you can use it legaly if you use zonners compile tools rather than the half life ones.. or so i heard that a friend heard that a crow told him

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Metamophic
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Posted: 28th Oct 2003 22:19
kewl!

www.freewebs.com/metamorphicsoft
CattleRustler
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Posted: 28th Oct 2003 23:34
Terabyte, sorry I don't have any chats on this pc but would be glad to chat in the java app on this site or just post in this thread - I check here fairly regularly.

-RUST-
APEXnow
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Posted: 29th Oct 2003 11:38
TeraByte, I've got a test application that I know, works! It can be downloaded from my site under the tools section. It demonstrates simple collision, but it also shows the layout of the code for loading a BSP file with textures. Anyway, download it to give you an exact idea on how BSPs can be used in DBPro etc. The map is very simple but it was created using Hammer and Wally for textures.

APEX!


Terabyte
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Posted: 29th Oct 2003 17:07
apex. thx but i dont need it . i have seen bsp maps loaded in pro. But some reason some valve maps that have been compiled properly dont appear. If you need proof, ask darthster. I asked him to do a map in valve. when he tested it it didnt work in dbpro. and yet all it was was a hollowed box with info player start and light entity in it. no leeks and all compiled properly. Its really irritating me cus i have no bsp compiler(worth talking about) that works.

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Genesis Rage
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Posted: 29th Oct 2003 17:10
try using QuArK... simple and easy to use... and also free

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CattleRustler
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Posted: 29th Oct 2003 18:01
terabyte, wrap that hollow cube in another hollow cube with a texture on it and I bet you'll see it load up

-RUST-
APEXnow
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Posted: 29th Oct 2003 22:41
CattleRustler, the other solution to that problem is, if a room (or hollowed cube) has been created for a room, it needs to be ungrouped. This resolves the problem of surrounding the map with another hollowed cube. Any map that has been created in Hammer must ensure that the geometry has been ungrouped to allow the BSP compiler to create correct VIS trees. That's why when creating a map with just a hollowed cube didn't display anything in DarkBASIC.

Terabyte, also try this approach to see if it makes your maps display. Also, if you are getting maps displayed but they are all black, if you extract the textures from the WAD file as JPG images or TGA images into the same location as your BSP map, this temporarily fixes the issue of undisplayed textures. Although the current update of DarkBASIC Professional (v5.1) is supposed to resolve this issue with WAD files.

APEX!


CattleRustler
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Posted: 29th Oct 2003 22:48
Apex is once again a champion! Time to go unclutter my maps with the now useless surrounding cube

THANKS APEX

-RUST-
CattleRustler
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Posted: 29th Oct 2003 23:11
just removed the surrounding box and made sure room was ungrouped and voila! she runs ok - no problems

thanks again Apex

-RUST-
Terabyte
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Posted: 30th Oct 2003 01:32
"That's why when creating a map with just a hollowed cube didn't display anything in DarkBASIC."


wo wo wo....

go over that in detail plz sounds like the answer to the problem

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Terabyte
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Posted: 30th Oct 2003 01:48
ahem. i think ive solved it. BSP's do now work. Please accept the following sequence of random letters as a token of my .. er.. happyness?
*breaths in*

WGDHJSADBSHADBVSHD WEEEEEEEEEEEE!!!!!! OOOOO YAAAAAAAAA WOOOOOOOOHOOOOOOOOOOOOOOOOOOOOOO YOIIPPPEEEEEEE YAAHOOOOO MOOOOOOOOOOWEEEEEEEEEEEEE DIDIDIDIDIIDIDIID DAN DIDLY BOOOOOJA!!!!!!!!!!
GOD YES!!!!!

*ahem*

dude you just solved a problem which has been bugging me for over 6 months!!!! GIVE ThAT GUY A er... MACKERAL!!!!!!

one slight problem... the map is much darker than it was in the half life map (by much i mean the map is visible but its almost ALMOST black you can see the texture though.. would that be solved by extracting the wad to a tga or jpg as stated above?

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CattleRustler
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Posted: 30th Oct 2003 01:51
yes, do do that as well
should help

-RUST-
APEXnow
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Posted: 30th Oct 2003 10:59
TeraByte, also, to increase the general lighting level, you can either increase the range of your lights in the map file, or if you're using Zoner's BSP compile tools, use the -ambient [RGB} command line option to change the ambient light level of the map. You will need to do this by modifying the command line string in the advanced dialog section of the run command in Hammer. Also check out Zoner's documentation for more information on the --ambient command.

Anyway, glad the above suggestions helped

APEX!


Arc
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Posted: 30th Oct 2003 15:53
i have problem too and i would be clad if some of you could help me.. my problem is like this: i can load .bsp map (which i have made myself using hammereditor and zoners tools, works perfectly in half-life(cs)) but in dbp, it's all white! i'm pretty sure that the problem is that there is no textures loaded.. but how can i put textures in there because they are in .wad file?

thanks for all help...

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CattleRustler
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Posted: 30th Oct 2003 15:57
extract the used texture files from the wad file into the game dir, so your game dir should have:

.bsp
.pts
.wad
.??? (textures used)
as well as dbpro files

-RUST-
Arc
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Posted: 30th Oct 2003 16:08
hmm.. how do i extract them?

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CattleRustler
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Posted: 30th Oct 2003 16:11
oh yeah, download Wally for this

-RUST-
Arc
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Posted: 30th Oct 2003 16:13
ah wally.. just forgot i will.. thanks for help so soon

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Arc
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Posted: 30th Oct 2003 17:27
ok.. now i got textures loaded bit it looks really crappy.. it doesn't look texture it should.. ideas anyone?

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CattleRustler
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Posted: 30th Oct 2003 17:57
lets see if Apex has some info.
I didn't notice any degradation in the textures in my bsp tests.
I have a screenie on my site at the bottome of the code page
click web link below.

-RUST-
Arc
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Posted: 30th Oct 2003 18:14
in me it looks something like this
http://www.geocities.com/ghillien03/scrap.JPG

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APEXnow
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Posted: 30th Oct 2003 18:41
Arc, Ok, from what I can see from your image, I suspect that that either, the texture images are corrupted somehow, or they are of the wrong colour depth. When you extract the images, could you make sure that they are extracted as 8bpp TGA files. I don't think it's a problem with your actual BSP file because I can just about make out the light shadow cast across the floor from the block's corner, and against the right hand back wall. So your lighting must be right. I'm sure it's your texture image files.

Anyway, try to extract them as TGA files at 8bpp, although TGA only supports that colour depth anyway.

APEX!


Arc
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Posted: 30th Oct 2003 19:19
ok i'll try.
thanks

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Arc
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Posted: 30th Oct 2003 19:26
ok.. i tried what you told.. extracted them again, in .tga format. looks like same.. could it be my dbp? i have version 4.1 because patch 5 makes my 3d models like crap. but here is how i extracted them, first open wally, de_aztec.wad, then, clicked image whit right mousebutton, export, and it's orginal name.tga. shoud it go like that?

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CattleRustler
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Posted: 30th Oct 2003 19:38
yes you exported correctly but that versioning problem may be whats killing you. Get the latest DBPro version update, latest IDE update from that same page, DirectX 9.0B, and the latest drivers for your video card

-RUST-
Arc
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Posted: 30th Oct 2003 19:43
ok.. let's try

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Arc
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Posted: 30th Oct 2003 20:07
hmm.. didn't help.. just made things worse! but i decided to put that fps game away and go on whit my roo (http://roo.vze.com)
but.. thanks for all help

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CattleRustler
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Posted: 30th Oct 2003 20:25
sorry to hear that, should be working with everything updated - oh well.

-RUST-
IMAGE 02
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Posted: 30th Oct 2003 23:58
has dark basic re built there BSP compiler yet I heard rumers they would but nothing since but i must admit i dont check the site that often

IMAGE is EVERYTHING
Terabyte
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Posted: 31st Oct 2003 03:19
ALMOST THERE


2 screen shots. one shows what it should look like (taken in half life) and one shows what it looks like in dbpro. Both the wad textures used for the map and the bsp map file are in the same dir. the bsp compiled correctly. As you can see the lights are there. Just no textures. I tried setting bsp multitextuing off (which i found solved alot of prblems back in patch 3.1)

If you cant see the pics above then heres the links
http://darkdayssoftware.250free.com/image12.JPG
http://darkdayssoftware.250free.com/image13.JPG

Almost there just this lil bit to solve

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dabidos
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Posted: 31st Oct 2003 03:46 Edited at: 31st Oct 2003 03:48
hi
heres my working example of bsp and collision in dbpro. the map was made in hammer 3.5 and compiled in zhlt tools.


BSP Map 1

BSP Map 2

dabidos
http://dbrand.dbpcommunity.com/media/images/bsp2.jpg
http://dbrand.dbpcommunity.com/media/images/bsp2.jpg



code == language : anti-dmca.org
APEXnow
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Posted: 31st Oct 2003 04:35 Edited at: 31st Oct 2003 04:36
TeraByte, I'm aware that there are some issues in the current version of DBPro (5.1b) that cause incorrect loading of textures from a WAD file for BSP maps. Have you tried extracting the textures from your WAD as TGA files before running your program. The problem may not be with you, but try this anyway.

[edit] I may have mentioned this earlier but I wasn't sure if you had tried using TGA images yet

APEX!


Arc
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Posted: 31st Oct 2003 11:56
hmm.. can't understad what's my problem whit those textures.. decided to make my roo in bsp maps.. if i get those damn** textures work... any ideas? http://www.geocities.com/ghillien03/scrap.JPG

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Jedive
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Posted: 31st Oct 2003 12:02
Quote: "well apareently you can use it legaly if you use zonners compile tools rather than the half life ones.. or so i heard that a friend heard that a crow told him"
No. To create 'legal' BSP maps you need 2 things: the editor and the compiler. Even if you use a license-free compiler (ZHLT), you're still using Hammer to create the maps, which require a license. I recommend using Quark and ZHLT, and there are no license issues.

== Jedive ==
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APEXnow
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Posted: 31st Oct 2003 14:17
Arc, You said that you're using version 4.1, Can you tell me, does that colourful display occur if you just have the BSP and WAD file in the same folder, without any extracted images, just the two files?

It's just that from when I was first playing around with BSP seriously, I had good results from v4.1. From the more recent versions, things went down hill a little. Also, although the textures look colourful, did the map display fine in HalfLife?


Arc
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Posted: 31st Oct 2003 16:49
ok.. i put there only .bsp file and .wad file.. that was same.. textures looklike same that in tah pic i gave already.. but i'm going to friend for few-days.. he don't have internet connection so i can't read this thread for few days.. but after that i can
goos luck you guys

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Terabyte
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Posted: 31st Oct 2003 20:09
Jedive thanks for clearing that one up .. surely tho... can they tell we have used that editor?

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Genesis Rage
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Posted: 31st Oct 2003 22:31
i think it actually might put in like a rem statement into the file... many compilers do this... Sim City 2000! open the .exe in wordpad... near the bottom it says "Borland C++" in plain text! so it is possible that Hammer may do the same thing...

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CattleRustler
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Posted: 31st Oct 2003 23:48
yeah but wouldn't the point be that if someone opened your dbp exe of your game in notepad it would say "Valve Hammer Editor 3.4" ?

-RUST-

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