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3 Dimensional Chat / bsp converter

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dark donkey
18
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Joined: 4th May 2006
Location:
Posted: 3rd Oct 2006 20:49
as a begginer to programming im starting a prodject with a few other people ,but for worlds we thought about collision and i suggested bsp for it beacouse were all new programmers. It isnt a problem getting media but are worlds need to be bsp, we can creat them in x format but does an one no of bsp converter i can use


darkdonkey


http://www.darkdonkeygraphics.tk
SpyDaniel
18
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Joined: 4th Feb 2006
Location: United Kingdom
Posted: 4th Oct 2006 02:15
Iam sure you mean "Quite" and not quit, for your banner, because "still not quit a donkey" makes no sense at all.

dark donkey
18
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Joined: 4th May 2006
Location:
Posted: 4th Oct 2006 18:00
yes its ment to be quite but donkeys are a dit dum so i put quit and do you no any bsp converters


http://www.darkdonkeygraphics.tk
jinzai
18
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Joined: 19th Aug 2006
Location: USA
Posted: 6th Oct 2006 06:50
dd, I was unable to find any of those...I imagine they exist, but you do not need x to bsp if you have the .map file.

BSP files are not like model files. They are composed of "leafs" and "brushes". There are no textures in the ordinary sense. Modelling programs tend to want to store files in a way that allows you to return to editing them. The bsp format will not allow this, because the component pieces of the world are gone...it is a single entity when it is in that format. Q3bsp2.exe accepts .map files as its input, and it produces .bsp files as its output. You can use any modelling program that can output a .map file to make input files for Q3bsp2.exe 3DWS can output .map files. You can use Q3bsp2.exe to create .bsp files from that.
SimSmall
20
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Joined: 7th Aug 2004
Location: United Kingdom
Posted: 6th Oct 2006 18:56
If you have DB Pro, one comes bundled with it in the tools folder - there's a few compalints that it doesn't work, but as long as your world isn't extremely complex it should compile - I think it's called start.exe
dark donkey
18
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Joined: 4th May 2006
Location:
Posted: 6th Oct 2006 19:48
thanks but i cant find the file Q3bsp2.exe the website you gave me in the email, i look and looked on it but i couldnt find it. Simsmall the tool that comes with dbpro its iether my comp thats new this year or its the tool evrey time i clike complie an message comes up saying an error acured would you like to send this error report

http://www.darkdonkeygraphics.tk
Computer Blob
20
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Joined: 6th Apr 2004
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Posted: 8th Oct 2006 22:04
The "readme" that is in that tool's directory gives an example of the message you are probably getting and says what you might change to resolve it (changing the Episilon setting value.

Tony Tobianski
Dallas, TX
Computer Blob
20
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Joined: 6th Apr 2004
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Posted: 8th Oct 2006 22:40
I'm having a bit of a technical conceptual problem with using DBPro BSP. I understand everything needs to be in the *.X file and creates a single world that can be loaded. But, let's say one of my world elements is a door that is animated, which was originally in its own X file. If I move the door into the single file, how to I gain control over the animation?... (doesn't really look like the option to me).

From another perspective, I one could create their BSP world with the *.X, compile, and have it loaded. Next, programmingly, one would maybe load the animated "door.x" object (or any animated object) into the position it was intended, then use the regular DB object collision commands to test for collisions with these. Is this the proper way of approaching this problem?

I think the problem I pose is the problem with the BSP approach. It would seem that a game would run faster using BSP, but there are no docs on general implementation concerns such as the major one I presented above; general world in BSP and animated objects programming loaded at program startup, and managed under the standard collistion routines (as opposed to the BSP world collistion routines).

Does the use of BSP speed things up?

Tony Tobianski
Dallas, TX

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