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DarkBASIC Professional Discussion / BSP Support right I'll beleive it when I see it....

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aprilfan
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Posted: 16th Apr 2003 05:03
Issue the first can't find the level-a position or tracking system for levels would be cool or a way to use the BSP Camera position thing that valve hammer creates. I can't find any of the levels I load. And pugmartin has tried to help me to no avail, ask him....

Issue the second compiler sucks- Hey how does that compiler work? I've only been able to compile very very tres tres very simple single object stuff in it. Anything with multiple objects fails to select correct splitter and setting the epsilon value dosn't work. So maybe a better version or a patch is in order.

PS The trouble shooting thing text document crap is very unhelpful and didn't work for me and it sounds like other people have trouble too. help, patch, better version or DBP support for BSP exported from Valve hammer, soon. Thats what this loyal game engineer wants!

DBP coders help me out I'm sure I'm not alone in my frustration over the BSP overall crappiness! If some one has found a practical way import levels from valve hammer then I'll gladly apoligize and withdraw my complaint. If not...POST A REPLY! Say whether or not you can load BSP! Help out the DBP FPS creation community! A.K.A.(me...)
We could have handled that better.
HZence
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Posted: 16th Apr 2003 05:31
Yes, you can load a BSP. Happy?

No, probably not. Get over the fact that it's not perfect, because DBP is the only tool that has SPECIFIC functions for BSPs. Plus, this IDE is in it's infancy stages, so give it a rest for now and let Lee B. do some work.

aprilfan
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Posted: 16th Apr 2003 05:47
Thats just great... ya know I can deal with that... But if the problem isn't fixed soon what am I going to do? what is anyone who wants BSP levels in their games going to do? I guess I might have to get off my lazy butt and learn C++... maybe not... Maybe I'll just patiently wait, churning out mindless games blah blah blah. good luck Lee and the rest of the DB team! FIx it soom please!

We could have handled that better.
The Wendigo
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Posted: 16th Apr 2003 10:00
I personally, have had no problems loading Valve maps, such as Counter-Strike maps. One little thing that DBP does is scale the map REALLY small at times. move your camera at increments of .1 and make sure you look around, cuz if you are outside the map, you probably won't be finding it easily. Another thing, if you are loading strictly from WAD files, you can load multiple WADs in the PAK parameter with commas seperating WADs (or was it semicolons?).

1.00 GHZ processor, 256 MB RAM, GeForce 3 64MB, SB Live!, 8 cans of soda per day
APEXnow
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Posted: 16th Apr 2003 14:27
I've recently being playing around using Hammer v3.4 and Zoners BSP build tools. It took a while getting a BSP working, due to my lack of total level containment (leaks etc.) But DBPro and Patch 4 Renders my levels really nicely, even with colour lighting etc. You can see that from the first patch made available that alot of progress is being made on the BSP management functions. If you go to the US site, you can even add new functionality to access entity information from your BSP files by downloading the addon commands. Patch 4 has completely overhauled the engine so small issues will arise, but you have to admit, once these things are sorted, DBPro will blow the competition away!!!

There are 10 types of people, there are people who understand binary, and there those who don't
roswell
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Posted: 16th Apr 2003 15:42
That sounds great, APEXnow. Can you tell me which .fgd file you're using to compile your BSPs? Are you using the .fgd from one of the mods, or the standard Half-Life one?

/* You are not expected to understand this. */
APEXnow
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Posted: 16th Apr 2003 16:42
I used the HalfLife.fgd file under Hammer v3.4. I will point out though, I did have some trouble getting the textures to display on the BSP under DBPro, I used the Wally texture export utility for each of the Wads to put the textures into the same directory as the BSP and DBPro project. Obviously this aint pratical but my eventual BSP designs will use my own textures. I need to play with this feature a little more because I'm spending time trying to get collision handling working first, I'll deal with the texture issue later
One note though, I would suggest using the Zoner's BSP tools, they appear much more reliable and the light quality is better.

There are 10 types of people, there are people who understand binary, and there those who don't
Oliver
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Posted: 16th Apr 2003 21:36 Edited at: 16th Apr 2003 22:04
I am trying to figure out why my bsp maps don't work, when I complie the map I get the following error in the log file:

Quote: "Warning: No entities exist in hull 0, no filling performed for this hull
Warning: No entities exist in hull 1, no filling performed for this hull
Warning: No entities exist in hull 2, no filling performed for this hull
Warning: No entities exist in hull 3, no filling performed for this hull"


and

Quote: "Error: Portal file 'C:\Documents and Settings\Oliver\Desktop\Oliver BSP Help\alfred.prt' does not exist, cannot vis the map"


Does anyone know what they mean and how to fix it?

Thanks!
APEXnow
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Posted: 16th Apr 2003 22:54
You must place at least one light entity into your map, also make sure that all entities are not outside any of the geometry, the simplest way to explain this is. Create a solid brush and make it hollow. Place a light entity inside the hollowed out cube. Render your map. DBPro places the BSP map at the origin of the world, so make sure you place your hollow cube at the centre of the BSP world in Hammer. Hope that works.

There are 10 types of people, there are people who understand binary, and there those who don't
Oliver
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Posted: 16th Apr 2003 23:48
APEXnow-
I tried what you said, and loaded it DBPro using one of your codes I found on the forum:
http://www.darkbasicpro.com/apollo/view_code.php?i=110
And I could sometimes see my map by moving the sphere around.

However when I tried to open it from my own code it didn't work. I am now trying to get my map to work in the DB example (the code is below). I get the collision, but can't see my map. Any ideas why?

Thanks!
APEXnow
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Posted: 17th Apr 2003 01:55
I examined your code, If I'm right, you need to use the command SET BSP CAMERA after setting up your camera otherwise it won't work. Hope that helps you

There are 10 types of people, there are people who understand binary, and there those who don't
The admiral
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Posted: 17th Apr 2003 05:13
Patch 4 is going to fix all the level and bsp issues plus bring out a new bsp compiling tool as far as I have heard. The patch 5 will create a new file format like dbo for just worlds,levels and bsps which will increase speed and functionality.

[href]www.vapournet.com/~flyer[/href]
APEXnow
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Posted: 17th Apr 2003 05:20
Ahh, so it is an issue with updates then? Well I hope so, I've torn my hair out trying to figure out why my BSP dodgyness didn't work lol. Anywayz, thanks for the info . Will admit, DBPro is still the easiest game development tool I've seen yet <wink wink>

There are 10 types of people, there are people who understand binary, and there are those who don't
InSiDeR
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Posted: 17th Apr 2003 08:58
no no no. BSP's work for me all the time, its jsut a matter of being a tad on the phycotic side of gaps and spaces, you have to amke sure your bsp map can recognise what is the inside of the map and what is the outside.

admiral, your close but not quite.

Patch 4, whilst bring many fixed bugs, does not fix that many BSP issues, as you may remember, the DBO format is the thing being inplememted here, DarkBASIC OBJECT, so only models, not BSP WORLDS, the format you are thinking of is the DarkBASIC WORLD or DBW format. this will debut around patch 6, patch 5 will be the re-introduction of the MDL, MD2, 3DS and other model formats, except this time they will be high powered DBO models

Although i dont know all of DBS workings, i think you'll find i know as much of it as anyone in these forums, so when i say patch 6 will be the debut of the DBW, thats probably preddy close, tho i wouldnt hold your breath, i would even go as far as saying that DBW will be released nearer to patch 7, but thats worse case senario.

The New BSP compiler version is nearing its completion, you wont have to wait much longer, althought for all you non-dbdners i expect you'll be waiting longer than usual as there will most probably be a beta testing period at dbdn.

until next time

InSiDeR
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"...Yay i got one strap loose..."
Oliver
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Posted: 17th Apr 2003 09:59 Edited at: 17th Apr 2003 09:59
I tried SET BSP CAMERA, but it didnt change anthing. I guess I will have to wait untill patch 6
Shady Simpson
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Posted: 17th Apr 2003 12:18
hi,

I am not too clever with bsp maps and stuff, but i'm tryin to learn.
I was just wonderin what "hammer" is and where I can get it?

Thanx.

Oliver
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Posted: 17th Apr 2003 13:24
Theres a link in the resoures/bsp section of this site. Though I can't get darkbasic to load hammer maps.
Oliver
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Posted: 17th Apr 2003 13:57 Edited at: 17th Apr 2003 15:40
Quote: "
A leak in a level has a number of bad effects. First, the BSP process will report the leak, and it will not produce a portal file (mapname.prt). The portal file is used by the VIS process to perform its visibility calculations. Since there is no portal file, VIS will not run at all. When VIS doesn't run, it doesn't produce the files necessary for the RAD process to calculate its light bounces. Due to this, the RAD process will only perform direct lighting - no light bounces. (If you are using Zoner's Half-Life compile tools - you should be! - the RAD process won't run at all)

The most serious effect by far is that the VIS process will not run when a leak is present. When the level is run in Half-Life, the rendering engine will not have any visibility info available with which to limit itself, so it will attempt to draw the entire level. This will most certainly lead to high polygon counts and may lead to things like doors, items, and the sky blacking out or not being drawn if the maximum rendered polygon limit (which is 800 polygons in software rendering mode) is reached.
"


That is copied from the hammer help files. When I complie my map it says:

Quote: "
Error: Portal file 'Cocuments and SettingsOliverDesktopOliver BSP Helpalfred.prt' does not exist, cannot vis the map
"


However there is no leak in my level (I created a box and made it hollow, like APEXnow said). I get the collision but can't see the map. Any help please?

Thanks
APEXnow
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Posted: 17th Apr 2003 16:22
Oliver, I'm going to take your source and try it using the simplest BSP map I can build, I will note everything I do and test your code to see if there are differences in our systems. I'll get back to you.

There are 10 types of people, there are people who understand binary, and there are those who don't
Oliver
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Posted: 17th Apr 2003 16:56
Thanks, I was wondering if you could also copy and paste the log file (the one hammer makes when you complie a map) so I can see what it is ment to look like.

Thank you!!!
APEXnow
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Posted: 17th Apr 2003 17:24
Ok Oliver, here it goes.

1. Load hammer and create a cube in the center of the world that spans 256 units in each direction, in other words, it's 512x512x512

2. Hollow out this cube using a value of "-50".

3. Place a light entity with brightness "255 255 128 300" and place it 64 units above the origin of the BSP world.

4. Texture the cube using the texture "-1BABFL" from halflife.wad.

At this point I tested the BSP file using the source code below and it did not display the BSP..... But wait.

5. In Hammer, create a second cube that completely surrounds the inncer cube, making this cube size 1024x1024x1024 units.

6. Hollow out this second cube using the same value "-50"

When I built the BSP file and tested it again, it worked perfectly. IMPORTANT: You must ensure that you copy the HALFLIFE.WAD file containing the textures into the same folder as your NEW.BSP file.

As a test again, I removed the outer cube and tried again, it failed to display. For some reason, the BSP only displayed when there were two hollowed out cubes, one inside the other with a light entity in the middle. Try this and see how you get on. USE THE SOURCE I'VE PROVIDED.

Good luck

There are 10 types of people, there are people who understand binary, and there are those who don't
Oliver
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Posted: 17th Apr 2003 18:12
IT WORKED!!! IT WORKED!!! IT WORKED!!!
THANK YOU!!! THANK YOU!!! THANK YOU!!!
APEXnow
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Posted: 17th Apr 2003 18:24
Yehhh

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Oliver
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Posted: 17th Apr 2003 18:36
x-d x-d x-d x-d
Oliver
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Posted: 17th Apr 2003 18:37
PS the happy face doesn't work on the forums
APEXnow
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Posted: 17th Apr 2003 18:59
Dahh, who cares, least it worked. I will point out that the outer cube of the two would normally be used for sky etc. If you load the NEW map and select the outer cube, apply the texture called "SKY", it's a small blue square, otherwords, it's transparent. If you create a really big sphere in your DB program, and carve out a hole in the inner cube in Hammer, DBPro will display whatever texture is on the sphere. Collision also ignores the outer cube so if you placed a hole on the floor of the inner cube, your camera would fall through it indefinately. Pretty cewl I think!

There are 10 types of people. Those who understand binary and those who don't

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