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InsideQC Forums • View topic - BSP2

BSP2

Discuss the construction of maps and the tools to create maps for 3D games.

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BSP2

Postby ajay » Sat Feb 04, 2012 8:40 pm

Just a quick question about using the BSP2 tools. I'm guessing that after I've made my map in Worldcraft, saved it as a .map, do I just run TxQSBP2, then LightBSP2 then WVisBSP2? Dumb question I guess, but do I need to run HMap2BSP2?
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Re: BSP2

Postby ajay » Sat Feb 04, 2012 9:10 pm

Also, while I think of it, .md3 in RMQ ?
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Re: BSP2

Postby goldenboy » Sat Feb 04, 2012 9:19 pm

Yes, you just use the bsp2 toolchain instead of the old one just like you described. You don't need to use Hmap2BSP2, I think it's just an alternative.

I'm not sure if LightBSP2 uses vis data for lighting - if so you'd run vis before light. MH will probably know this.

TxQBSP2 supports Skip textures. LightBSP2 supports the usual stuff (sunlight etc) plus coloured lights, thanks to MH. The tools also support avelocity-rotating bmodels.

No md3 in RMQ, but IQM. http://lee.fov120.com/iqm/
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Re: BSP2

Postby mh » Sun Feb 05, 2012 3:00 am

The light tool doesn't need or use vis; it's something that could be added at a later date if it became necessary though, but it would always be optional.

Beware that we're in semi-experimental mode with parts of this. Some things may change in coming weeks, but any changes will be optional, off by default, and auto-detected by the engine.

No md3 and unlikely to ever exist. There's no need for it and IQM is just so much better (faster too after today's work. ;) ).
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Re: BSP2

Postby ceriux » Sun Feb 05, 2012 4:23 am

do those tools work with a batch compiler?
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Re: BSP2

Postby goldenboy » Sun Feb 05, 2012 10:56 am

If the batch compiler allows you to set the path to the tools, I don't see why not.

These work just like the old tools.

Edit; engines supporting BSP2 right now are RMQe and FTEQW.
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Re: BSP2

Postby ceriux » Mon Feb 06, 2012 5:10 am

would like to see more engines supporting it. what's it's current features again?
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Re: BSP2

Postby goldenboy » Mon Feb 06, 2012 1:13 pm

It bumps the old limits inherent to the BSP file format, such as the maximum amount of vertices or clipnodes a map can have.
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Re: BSP2

Postby ajay » Mon Feb 06, 2012 1:35 pm

Excellent, thanks for the info. I'm going to take out the md3s (nice but not necessary) from equake1 and then (as its right up to the usual limit as is) add some of the other map elements in that failed in 'normal' BSP and then give it a whirl :)
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Re: BSP2

Postby goldenboy » Mon Feb 06, 2012 3:33 pm

Yeah, that's the intended purpose - providing an overflow valve for maps that hit the limits and would otherwise need to be simplified.

Keep piling it on :twisted:
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Re: BSP2

Postby ajay » Mon Feb 06, 2012 4:41 pm

Feedback:
- yep, they obviously run from a batch file
- they are properly fast
- my huge map compiles with no errors
- rmq runs it smoothly
- I don't like the globe effects at the end of lightning 'streams' : turn off-able?

Brilliant work MH, brilliant
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Re: BSP2

Postby ajay » Mon Feb 06, 2012 7:21 pm

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Re: BSP2

Postby mh » Mon Feb 06, 2012 8:17 pm

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Re: BSP2

Postby Spike » Mon Feb 06, 2012 9:49 pm

.
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Re: BSP2

Postby ceriux » Tue Feb 07, 2012 6:18 am

where can i download the latest rmq again?
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