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3 Dimensional Chat / I ned some hand holding here .bsp??

Author
Message
eachface
21
Years of Service
User Offline
Joined: 3rd Jan 2005
Location: oblivion
Posted: 5th Jan 2005 07:28
Hello all, here is my issue .WHAT rules apply to maps to be compiled to .bsp format. what i mean is
IT SHOULD ONLY BE BOXES yes/no
IT MUST BE INCLOSED IN A BIG SKY BOX yes/no
YOU can/cannot TEXTURE OBJECT WITH DIFERENT TEXTURES ON EACH SIDE?

HELP i need ... a ....manual or some kind of words placed in an order so that someone who does not know what a splitter is will understand completely how to make a proper level and then compile it to .bsp format.
x files are easy to use but collision is suffering and that kills the game
I made maps in cshop exported to .x and BEFORE I UPGRADED TO 5 collision detection was useable AS LONG AS i loaded each .x object that made the room seperately. SO after version five, being IN THE ROOM = colliding with all objects BUT WAIT automatic camera collision does not detect collision,just the character that its following, What ive done to remedy this is a bit tedious and hard to light map and heavy on the polys, so .BSP ME BABY!!!!!
Ive downloaded a whole buncha .bsp compilers and the constant is NO INSTRUCTIONS i want instruction to use the one that came with dbpro

I had a dream, and in my dream i was unable to walk through solid objects?

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