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DarkBASIC Professional Discussion / Can a BSP level be too big?

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TogaMario
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Posted: 14th Mar 2003 10:29
I made a BSP level with small terrain and a small "leak-proof" hollowed out box, and it loaded fine after setting up the appropriate .pk3 file (make a zip, put the right directories in, renamed it to .pk3 ... how could it be that easy?) Now, I made another map, and just extended the "leak" box to about 100 times it's original size, and now DBPro gives me errors. I don't even want that box in the final BSP, how do I get rid of it and still have no "leaks"? Thanks peeps.
P.S. This is what the alphabet would look like if Q and R were eliminated.
Shadow Robert
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Posted: 14th Mar 2003 14:54
it can only be upto 4billion times larger
and you can only have upto 16million polygons

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?
TogaMario
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Posted: 14th Mar 2003 19:56
Well then, now I'm left with the questions "Why" lol. ::sigh:: I'll send you the BSP if you want, actually the whole pk3 file.

P.S. This is what the alphabet would look like if Q and R were eliminated.
Shadow Robert
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Posted: 15th Mar 2003 01:27
the best way to stop leaks, is simply to make a box which extends out over the entire world and Hollow it out - poof problem solved

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?
the architect
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Posted: 15th Mar 2003 02:24
Good advice from Raven there.

If you make a box and hollow it, then attempt to stretch it u will get leaks.
Also I advice that you test your textures in the simple box room first to make sure it works.

TogaMario
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Posted: 15th Mar 2003 04:43
Bad advice Raven, that's what I did ...

P.S. This is what the alphabet would look like if Q and R were eliminated.
TogaMario
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Posted: 15th Mar 2003 04:44
And they do work, The SAME level worked fine when the hollowed box was smaller, the textures and EVERYTHING worked, even the lights. I deleted that box, and made another, scaled it huge, then hollowed it, giving it the same texture i had before. Error.

P.S. This is what the alphabet would look like if Q and R were eliminated.
Shadow Robert
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Posted: 15th Mar 2003 08:09
how can the levels work fine? they don't compile with Leaks, its a failsafe becuase it'd kill the engine if you ran a world with leaks.

the max scale you can have each box is 255 x the original size ... but then the engine should never get that large because thats like 16,000km large!!
your not going to tell me your world is 16,000 km large are you?

cause that on its own will kill GTK
look tell me, do the 'errors' occur when you test within DarkBasic Pro only or do they appear in the game you make the worlds for as well?

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?
TogaMario
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Posted: 15th Mar 2003 09:36
They happen in the game only, when the BSP loads. The level had no leaks before, it has no leaks now. There never were leaks. I simply wanted to know how to get rid of the ugly huge box encompassing my "outside" level, so I could just use skybox made in DB instead. I never removed the no-leak box. I did, however, delete the small hollowed box, remake a box, size it up 100 times, and hollow it out. No the level is not 16,000 km large.

P.S. This is what the alphabet would look like if Q and R were eliminated.
TogaMario
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Posted: 15th Mar 2003 09:39
Hmmm, that sounded weird, I wanted to make the no-leak box invisible... does that make sense? It's getting too late for me.

P.S. This is what the alphabet would look like if Q and R were eliminated.
rapscaLLion
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Posted: 16th Mar 2003 02:25
OMG!!! You LAZY LAZY people!
If you knew anything about mapping, you have to know the first rule in the book is NO LEAKS! The little subscript below that rule says that a "no leak box" may be an effective way to FIND a leak, but shame on you if you use it to kill a leak! Do you know how that chokes up VIS and RAD calculations? Do you have a clue how slow the game will go?
Imagine a little dot, bouncing all over your world, figuring out what is INSIDE your world, and OUTSIDE in "the void". Well when it leaves your little world through that leak, it usually goes off into the void and never comes back, and the compilers tell you so. But if you put a box around the entire level, the dot will bounce around forever, finding that your entire world is inside that box! OOPS!

Anyway, while stretching a box should be ok, you might get an error once in a while. Try assembling the box yourself out of primatives instead of using the "hollow" tool.

Oh, if you are using WorldCraft or Hammer, (for HL editing), you can use the cordon tool to find leaks... no need for a box.

Alex Wanuch
aka rapscaLLion
Kousen Dev Progress >> Currently Working On Editors
TogaMario
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Posted: 16th Mar 2003 04:46
Ok ... no leaks. I'm confident THERE NEVER WERE ANY LEAKS (just to make that BOLDLY clear) ... All that's in my level is some terrain (thanks to GenSurf) and a big hollowed out box. Anyone got a better suggestion for an outdoors game that ALSO has buildings and other structures that you can walk in, or on, be my guest to give me a start on how it should be done. But otherwise, I've found that detecting if the player is "in" the building, he should be walking level to the floor, is very hard, and especially hard when there are 2 levels (or more) to my castles.

P.S. Who said anything about using a leak box to plug a leak?

P.S. This is what the alphabet would look like if Q and R were eliminated.
Shadow Robert
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Posted: 16th Mar 2003 10:47
you never stated in the first place you didn't want to use a skybox ... and sorry but its impossible not to have the world enclosed.

you can do this in Quake worlds ... however from Quake2 onward it was realised what this does to the engine.

i'm afriad if you want to use a skybox in darkbasic you'll have to make sure its inside of the BSP skybox

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?
Rob K
Retired Moderator
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Posted: 16th Mar 2003 14:46
The easiest option for a skybox I would have thought is just to stick a flat plain where the skybox would be on the BSP and scroll the texture.

Current Project: Retro Compo. Entry.
Chenak
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Posted: 16th Mar 2003 16:36
Texture the ceiling with a texture called "caulk". This makes the ceiling invisible but still counts as a ceiling if you get what i mean. So all you have to do then is put in a sky box though DBPRO and your done.

It works with Q3 levels compiled with quark but i don't know if it'll work with half life maps. I think with halflife maps you texture it with a texture called "sky" but i havent tried it.

Hope this helps

Once you start down the Dark Path, forever will it dominate your destiny...
TogaMario
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Posted: 17th Mar 2003 01:10
Thank you Inferno! Maybe that will fix my game run-time error too! Thanks to everyone else for being patient with me, I'm not too good at this stuff "I'm getting better!"~Monty Python skit

P.S. This is what the alphabet would look like if Q and R were eliminated.
TogaMario
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Posted: 17th Mar 2003 01:20
AppName: bsp.exe AppVer: 1.0.0.0 ModName: dbproworld3ddebug.dll
ModVer: 1.0.0.0 Offset: 0000ba27

That's the error when I run my game.exe

P.S. This is what the alphabet would look like if Q and R were eliminated.

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