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DarkBASIC Professional Discussion / DBPro BSP/PVS compiler query

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APEXnow
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Posted: 30th Apr 2003 17:03
I created this thread for my question as it's to do with the BSP/PVS compiler tool supplied with DBPro.

In another thread, I had problems with the BSP Collision Hit command which seemed to fail when used with BSP files created with Hammer, or more appropriately, the BSP Compiler tools. HalfLife and Quake level files also caused the same function failure.

As a test, I created an X file which basically consisted of a box object and compiled it into a BSP file using the DBPro BSP compiler. After loading the BSP into DBPro, to my supprise, the BSP COLLISION HIT and BSP COLLISION X/Y/Z commands worked. I'm confused as to why they work with BSP files created with the DBPro tool, but not HalfLife or Quake levels. Is there a distinction between the two BSP file formats which causes the collision commands to work specifically with BSP files created with the DBPro BSP compiler?

This is a step in the right direction for what I require, but I have another question too. How do I apply textures to the surfaces of the BSP file created by the DBPro compiler tool, and is it also possible to apply light maps to the surfaces or do I need to still use the HLVIS and HLRAD tools?
"Man who looses key to woman's appartment...... He get no nookie" - A wise chinese man.
APEXnow
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Posted: 30th Apr 2003 20:58
Is anybody able to provide an opinion or suggestion for my above query?

"Man who looses key to woman's appartment...... He get no nookie" - A wise chinese man.
APEXnow
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Posted: 1st May 2003 01:09
Ok, well I assume that no one knows about the texturing issue, but does anybody know why Quake and HalfLife BSP files fail to create a Collision Hit condition where as DBPro BSP compiled files do?

"Man who looses key to woman's appartment...... He get no nookie" - A wise chinese man.
Oxygen
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Posted: 1st May 2003 05:27
No one answers questions about BSP.

I also have simlar issues but haven't tried the x file to bsp converter.

Great Knight
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Posted: 1st May 2003 06:12
Well you should open the bsp in the Half Life map editor try that and see if that works.

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ZKAT8IT
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Posted: 1st May 2003 06:18
well, when i converted my textured .x model with the bsp compiler and loaded the bsp into DBP the textures appeared, just make sure the textures are in the same directory as the bsp. oh may i ask what program you are using to make your .x models?..because every time i convert my .x model to .bsp it comes out flattened, im using Doga L3.

Great Knight
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Posted: 1st May 2003 06:36
I never used x files yet becasue all my programs are either 2d or I am still practing with teh code. The only world grapics i used was WAD and that is hexen and doom grapics. Only if dbpro support those then i could use my doom 2 levels i made.

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APEXnow
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Posted: 1st May 2003 14:30 Edited at: 1st May 2003 14:32
I'm using AC3D to construct the models and then export them as X files. The textures I used for the X file are in the same directory as the BSP file, and the DBPro project for that matter.

As for the loading of the BSP files into Hammer (HalfLife Editor), I need to investigate that further, as I've only ever used the Editor for creating new Map files, not modifying existing ones.

...... Watch this space.

P.S. Thanks very much for your input guys.

"Man who looses key to woman's appartment...... He get no nookie" - A wise chinese man.
ZKAT8IT
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Posted: 1st May 2003 18:45
i believe DBP does support .wad files because i have loaded a counter strike level in DBP and instead of load a pk3 file i loaded a wad file with the bsp and the level came out textured, not entirely but it did work somewhat

APEXnow
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Posted: 1st May 2003 19:48
I've had no problems with loading and displaying Quake and HalfLife BSP files, as long as the texture.wad files required by the BSP files are in the same directory. The problem is that my X file used for compiling into a BSP file also uses textures but when I load the eventual BSP file, everything is white. The textures used by the original X map file are all placed into the same directory as the new BSP file, yet it still doesn't load the textures.

....most odd!

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APEXnow
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Posted: 1st May 2003 22:37
For those of you who have been following this thread, I've been experimenting with the BSP file generated from DBPro's BSP compiler tool.

1. I've found no way to display the textures on the BSP geometry, Hammer doesn't provide an import option for BSP files.

2. Just as an experiment, attempting to VIS and RAD the BSP file also failed due to the fact that the BSP file is an earlier version of the BSP format.

3. I cannot VIS or RAD the BSP file due to a lack of portal file.

I will crack this even if it kills me LOL!

"Man who looses key to woman's appartment...... He get no nookie" - A wise chinese man.
APEXnow
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Posted: 2nd May 2003 04:12
I'm not fully versed on the format of a BSP file but from my observations, DBPro BSP compiler creates a BSP file with version number 1.2 where as HalfLife BSP files are 3.0. DBPro obviously determines what type of BSP file it is from the version number but I still can't see any other significant differences to make the Collision commands behave differently. The only other thing I can think of is something to do with the Hull count. One of the Hulls are used for Collision.

Any thoughts anyone?

"Man who looses key to woman's appartment...... He get no nookie" - A wise chinese man.
Oxygen
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Posted: 2nd May 2003 08:01
I think if you figure out how to get these commands to work you'll be my hero.

GTK for Quake 3 is great for making maps and the load up real nice in DB. But not having X, Y, Z collision information makes it all not matter whole lot

APEXnow
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Posted: 2nd May 2003 15:44 Edited at: 2nd May 2003 15:44
Oxygen, it's like I said before, the commands only work for BSPs created with the DBPro BSP compiler, I'm in the process of trying to see if different versions of compile tools have any effect on the collision commands - plus any relavent command parameters when compiling. I'll keep this thread updated as I progress.

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ZKAT8IT
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Posted: 2nd May 2003 20:41
when you are loading your bsp made with DBPro's BSP compiler did you type the filename of your level as the name for the pk3 file? heres an example of what i mean

load bsp "level.pk3","level.bsp"

APEXnow
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Posted: 2nd May 2003 20:50
Ahh, no, are you saying that for textures to work correctly, they have to be in a PK3 file? I thought that irrespective of whether the textures are in the same directory or in a Pack file that the textures should still load. The thing is that the BSP file doesn't contain any WAD file names because the BSP Compiler doesn't place such entries into the BSP, therefore the textures are useless in a WAD file anyway. Am I making sence?

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ZKAT8IT
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Posted: 2nd May 2003 20:54
no, you dont need a pk3 file, just put ur bsp filename as the pk3 file name and make sure the textures are in the same directory, it should work

APEXnow
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Posted: 2nd May 2003 20:58
Ahh right, cheers for that m8, I'll give it a bash.... BRB

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ZKAT8IT
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Posted: 2nd May 2003 21:05
according to the manual this is what the command does notice the parts i have bolded

This command will load a BSP world into the 3D scene. The BSP world
automatically draws to the current camera and cannot be rotated or repositioned.
Culling, texturing and collision are all handled automatically and through the
related world commands. The first parameter allows you to specify a packed file
containing the BSP world files, normally a PAK or PK3 file.
If the BSP world is not
being loaded from a packed file, this parameter should be an empty string. The
second parameter is the BSP filename of the world you wish to load. This file can
either be contained within the specified packed file
, or exist as a standalone BSP
file. If loading the BSP file as a standalone file, ensure the current directory
contains any files used by the BSP world.

my guess would be the DBPro BSP compiler contains both sets of data in the same packed file which would be the exported bsp map, all you have to do is make sure your textures you used are in the same directory and specify your bsp map as the pk3 file.

APEXnow
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Posted: 2nd May 2003 21:06
ZKAT8IT, The textures, or texture for my simple BSP file is a bitmap, placing the BSP file and the texture for the BSP platform into the same directory as my Project. I changed the Load BSP command to..

LOAD BSP "BOX.PK3", "BOX.BSP"

The bsp loads fine but it's still white, no textures. Any ideas?

"Man who looses key to woman's appartment...... He get no nookie" - A wise chinese man.
ZKAT8IT
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Posted: 2nd May 2003 21:14
i can only thing of a few things now,

1BPro BSP compiler doesnt work properly, because my levels come out flattened but textured while yours come out fine but not textured

2:The dimensions of your bitmap are not along the lines of 2x2 4x4 8x8 16x16 32x32 64x64 128x128 256x256 etc.... because to my knowledge bsp's only use these kind of dimensions

ZKAT8IT
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Posted: 2nd May 2003 21:16
oh, by the way, do you know what the epsilon value and split value are for?...and does your view map button on the DBPro BSP compiler work?..becuase mine doesnt

APEXnow
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Posted: 2nd May 2003 21:21
Most odd, the texture I'm using is 128x128x24bpp. I'm also using Patch 4, whether this is significant for the BSP compiler changing over different versions, I'm not sure.

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ZKAT8IT
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Posted: 2nd May 2003 21:26
im also using patch 4, the texture should work though, im not entirely sure whats wrong yet, but i will keep working on it untill i find out what is wrong

APEXnow
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Posted: 2nd May 2003 21:33
Just out of curiosity, what do you use to create the original .X map file? I'm using AC3D and export as an .X file. Funny thing is, it works fine for models etc. but the BSP compiler doesn't seem to apply the texture names to the BSP file even though the .X file referes to them on the drive. The other thing is, and I'm not sure if this is significant but the .X file refers to the texture files using Absolute file paths rather than relative ones, I haven't tried it using the latter option yet, but I will.

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ZKAT8IT
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Posted: 2nd May 2003 21:40
im using Doga L3, im download AC3D right now to see if i can figure out whats wrong

APEXnow
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Posted: 2nd May 2003 21:45
You may have a problem there though, AC3D plugins only work with the registered version so the .X exporter may not work if you're using the unregistered ver. Hope you're not on modem

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ZKAT8IT
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Posted: 2nd May 2003 21:53
actually, i am on modem..lol...didnt take to long to download though, thanks for telling me that the plugins didnt work with the unreg version though..lol..was about to go find out what i did wrong when loading the plugins, ill just export and then load it into another modeller i have and export it into .x format, hopefully it will work

APEXnow
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Posted: 2nd May 2003 22:01
Cheers for the time spent though appreciate it.

"Man who looses key to woman's appartment...... He get no nookie" - A wise chinese man.
ZKAT8IT
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Posted: 2nd May 2003 22:06
well, i am going to be offline for now, if you find anything out or manage to get it working post it here, in the mean time ill continue to figure out whats wrong and also post what i find out

APEXnow
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Posted: 2nd May 2003 22:45
Yippee, I've cracked it. Ok, the X file exported from AC3D has the absolute paths to the textures and the DBPro BSP Compiler appears to have a fixed length for texture names. I remove the path but leave the texture name in the .X file and then compile it into BSP.

Load the BSP and hey presto, fully working Collision and Texture display. At last, now I can start getting somewhere.

Still need to figure out the light mapping side of things but hell, that can wait for the moment.

Thanks for the help peeps.

"Man who looses key to woman's appartment...... He get no nookie" - A wise chinese man.
APEXnow
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Posted: 4th May 2003 19:13
Does anybody know what the Epsilon and Split values to to effect the BSP build?

"Man who looses key to woman's appartment...... He get no nookie" - A wise chinese man.

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