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3 Dimensional Chat / Cartography Shop thing

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Kjetil
21
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Joined: 15th Jan 2003
Location: Norway
Posted: 27th Feb 2003 13:03
Is it possible to make BSP maps out CS.

I tried to compile the test_lm.x map (in the demo of cs)to a .bsp file using the BSP-PVS Compiler that ships with dbpro. But it didn't seem to work.

what good is it if you can't make it as a bsp?
- Kjetil
Shadow Robert
21
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Joined: 22nd Sep 2002
Location: Hertfordshire, England
Posted: 27th Feb 2003 13:09
the BSP compiler that comes with DBpro is for X files

Tsu'va Oni Ni Jyuuko Fiori Sei Tau!
One block follows the suit ... the whole suit of blocks is the path ... what have you found?
Kjetil
21
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Joined: 15th Jan 2003
Location: Norway
Posted: 27th Feb 2003 13:20
yeah, I know but you can only export maps in cs as .x files. I used the BSP-PVS compiler to compile it to bsp.

- Kjetil
Richard Davey
Retired Moderator
21
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Joined: 30th Apr 2002
Location: On the Jupiter Probe
Posted: 27th Feb 2003 13:30
Hi,

The problem with level from CShop is that it's not been built correctly for a BSP level. A BSP level needs to be constructed out of solid objects and this isn't the case with "level.csm". If you open it in CShop you'll see the use of caulk textures which make faces invisible. Because of this the compiler cannot work out solid / empty space correctly.

With the BSP compiler we have to determine if polygons lie to the front, back or on the same plane as other polygons. When this check takes place it could be that the polygon is on the plane but the result may not be 0, it could end up being 0.01. This is why we use the epsilon value to determine if the point is within a boundary e.g. -0.01 to 0.01. Changing the epsilon value will help when you need to be more or less accurate with these checks.

When creating the BSP tree we need to go through and split the level into many pieces. The split value allows you to have some control over the splitting process. This can help to create a more balanced tree which could speed up rendering. So if you set the split value to 4 it will try to keep the number of splits to a maximum of 4 for each area.

I have a new version of the BSP Compiler from Mike (not that it will help in this instance) so I'll check with him about posting it here.

Cheers,

Rich

"Gentlemen, we are about to short-circuit the Universe!"
DB Team / Atari ST / DarkForge / Retro Gaming
Kjetil
21
Years of Service
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Joined: 15th Jan 2003
Location: Norway
Posted: 27th Feb 2003 13:58
A lot of heavy words there but I think I got it. But
if the compiler has a epsilon boundary of -0.01 to 0.01 why is the default value 0.1?

Wil there be an update for cs in the "near" future?

- Kjetil
David T
Retired Moderator
21
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Joined: 27th Aug 2002
Location: England
Posted: 27th Feb 2003 21:44
Okay, here are a few points:

1 - Don't compile the "_lm.x" object, its the lightmap not a textured level
2- The level needs to be completely enclosed, no leaks
3- Just use boxes and wedges, I find anything else crashed the compiler!
4- Make sure no objects overlap

And CS 3 will be out soon, see here: http://www.leadwerks.com/cshop/forum/

Visit [url]www.lightning-systems.co.uk[/url]
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Kjetil
21
Years of Service
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Joined: 15th Jan 2003
Location: Norway
Posted: 27th Feb 2003 22:36
oh..good, I'll have to buy it to try it.

- Kjetil

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