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Adding Q3 map support to Xash3d(Goldsrc clone)

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  • Adding Q3 map support to Xash3d(Goldsrc clone)

    ok so I've been screwing around with the source code of Xash3d and noticed they used code from Darkplaces and other mods and I was wondering if it was possible make it compatible with the quake 3 map format like Darkplaces is now i already checked for a bspfile.h like in Darkplaces/Quake but no luck(obviously or I would not be here ;P ) so does any one know where the code for rendering .bsp models is please enlighten me

    p.s. if you say this is off topic because its not a quake one engine well quake is the closest engine to it

  • #2
    Go to FTEQW.com and download FTE's source code. It has Q3 map support and the code is more readable in my opinion and I think you'll find it rather easy to identify Q3 support code in FTE.

    Note: Q3 map support isn't just rendering a Q3 map, you have to load it, you have to implement the collision system and then do quite a few other things as well. (And rendering a Q3 map is not as simple as that sounds either.)

    You might consider asking this question at inside3d.com where more engine developers hang out. Inside3d Forums • Index page
    Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

    So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

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    • #3
      thanx for the reply I'll be working on this for a while I'll tell you if I get anything to work

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      • #4
        Originally posted by noah99 View Post
        thanx for the reply I'll be working on this for a while I'll tell you if I get anything to work
        Good luck with your project. If you have follow up questions I'd recommend asking them at inside3d.com. Implementing Q3 map support is probably about an 8.5 difficulty scale task on a 1-10 scale.
        Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

        So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

        Comment


        • #5
          in fte's source, gl_q2bsp.c contains the collision/loading/etc code for both q2 and q3 bsps.

          (archetectuarly, q2bsp is q1bsp rendering with q3 collisions but no patches)

          there's still quite a few differences all over the place between the different bsp types, so check ((model_t*)->fromgame==fg_quake3) for the differences between bsp formats.
          there's quite a few all over the place (and I really wish there were not).
          Some Game Thing

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          • #6
            8.5 is that all ?
            wish you luck on all your projects too
            Last edited by noah99; 11-14-2011, 09:10 PM.

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            • #7
              the format is public, there are public implementations. its below 8.5...
              Some Game Thing

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              • #8
                well this sucks apparently there is a ton of valves source code in xash3d thats illegal to own if you don't have a license! GPL my @$$!

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