Posted: 20th Jun 2007 22:49
What is a BSP and how do you make one?

Thanks!
Posted: 20th Jun 2007 23:20
Binary Space Positioning

i don't know about an editor but Quake, Quake 2, Half-life & Half-life 2 use them, there the world & lighting
Posted: 20th Jun 2007 23:57
you can use valve hammer http://collective.valve-erc.com/index.php?go=hammer
and Wally you can't create own texture wad http://www.telefragged.com/wally/
Posted: 21st Jun 2007 3:28
Binary Space Positioning


lol

http://en.wikipedia.org/wiki/Binary_space_partitioning
Posted: 21st Jun 2007 19:13
You can do it in your 3D program and export it to .x file and then convert it with the program that come include with Dbpro.

I,v been using it long time ago...and it works super....but you have to be carefull when you create the level....

in bsp , collision are completly automatic and because it limitation you could use bsp as collision floor and the rest of level can be a .x file.


good luck
Posted: 21st Jun 2007 19:16
sorry...haha....i forgot send you a example...here it is !!
Posted: 21st Jun 2007 20:46
I am not aware of a bsp to x converter that actually works for anything other than a very simple bsp. Also, there is no x to bsp that actually works.

bsp is much more complex than x, and anyway, you will lose all of the benefits of bsp when you convert it. Besides the automatic collision detection, you will lose the PVS/PHS, which is potential visibility and potential hearing, which is calculated for the entire bsp when it is compiled. Furthermore, the entities will be lost; these converters do nothing about things that are not contained in an x file - like lighting and submodels.

If you want to use x, map in x. If you want to use bsp, get Quark, or Valve's Hammer. I use Quark - its the best.

http://quark.planetquake.gamespy.com/

First, go get Quake III here:
http://www.idsoftware.com/games/quake/quake3-arena/index.php?game_section=demo

After installing Quake III, go get Quark, and the tools they list for Quake III. Install that, and you can begin to make bsps and also pk3s, which contain the bsp maps, submodels, textures, sounds, and alot of other assets.

It is onerous to set up, but well worth the hassle. The amount of hassle it takes to do this is really minute compared to actually mapping or programming. If you decide it is too much work, then...maybe bsps are not the best solution for you.
Posted: 21st Jun 2007 22:43
there is no x to bsp that actually works.


LOL ...yes,for sure !!...I know that you are not aware of the converter jinzai....but just download the example...it was made with it and it comes include with Dbpro in Tools folder


greetings
Posted: 21st Jun 2007 23:42
I am well aware of that converter. Its not a good converter at all. That is why I said I wasn't aware of one that works. There are others, but none of them work well.

Cheers.
Posted: 22nd Jun 2007 1:48
sorry jinzai...i didn`t want to disturb you...you are right , we can not do much with it...but i said be carefull creating the level....

if we make just the path where we collide as bsp, then we can make the rest of the level as a .x file puting the .x over bsp hiding it somehow...

I have used Quark time ago making levels for old quake in version 4,but i,v try to make a bsp for dbpro, and we need the wad file and it looks to be a hard work...

Perhaps with last version of quark you can do it better and i don´t know if we necesary need to install Quake in our pc in order to compile the bsp file...pleas let me know...


cheers.
Posted: 22nd Jun 2007 4:59
I wasn't offended, its just that - its that bad. I think it was a great idea, but not enough interest to finish it. I suspect it was not production code, for some reason it uses Microsoft Foundation Class. (Probably because its pretty high level.)

Quark has always been a really simple program to use, that's why I liked it so much. When I upgraded, it statrted to look as busy as all of the other mapping programs I am loathe to use. I still can use it pretty well, and no you do not need Quark to compile bsps. In fact Quark does not make bsps, it saves in its own format and also .map format. The tools from the QERadiant directory can be used from the command line. The switches are detailed in Quark's configuration.

I use Quark in Quake III mode, its much better. Like I said above, you can (Its a chore) set up Quake III, then setup Quark to use Quake III.

I can get you the command lines for compiling, and doing all of the vis, and lighting, etc. for whatever format you are using. I had wanted to investigate using QII map format to import into 3DWS, but...I have to reconfigure Quark for Quake II first. I don't want to do that, QIII is much better.
Posted: 22nd Jun 2007 15:13
Thanks for your answer jinzai...I,v been trying to find out how can we use all potential of a Quake,s BSP style...

Until now, i can compile my maps for Quake, half life etc...with many differents programs....but once you have the BSP , I cant figure out how to use it in Dbpro, as many texture doesn´t appear...I will really pay for a program that can do that for Dbpro. until a program appears, we have to wait unfortunately.

Good luck !!
Posted: 22nd Jun 2007 22:14
That is because the bsp is put in the pk3 file, and Quark wants to put the textures there, too. That is one of the best things about how id does things, and it is supported in DBPro. A pk3 is a zipped file, or packed directory structure.

You have two options as far as I know:
1. Keep doing it the same way and use the DBPro code for that. You would copy the pk3 into your DBPro projects' directory, and just use: load bsp pk3filename, bspmapname That is great!
2. If you put all of the textures in the same directory as the
map, you can simply use load bsp, "" bspfilename.

Either way, you can do it without any additional software.
Posted: 22nd Jun 2007 22:18
That is because the bsp is put in the pk3 file, and Quark wants to put the textures there, too. That is one of the best things about how id does things, and it is supported in DBPro. A pk3 is a zipped file, or packed directory structure.

You have two options as far as I know:
1. Keep doing it the same way and use the DBPro code for that. You would copy the pk3 into your DBPro projects' directory, and just use: load bsp pk3filename, bspmapname That is great!
2. If you put all of the textures in the same directory as the
map, you can simply use load bsp "", bspfilename.

Either way, you can do it without any additional software.
Posted: 23rd Jun 2007 0:52
hallo again... one more question jinzai...is it posible to make my own pk3 file with all my bsp and textures?...because most of them are bigger than 400 Mb.

other question....is it complete necesary me to have Quake3 installed in my PC ?,no other way ? thank you..


Greetings
Posted: 23rd Jun 2007 1:35
Yes, just use any of the zip utilities, and rename it to .pk3

DBPro can make them, too...but it is a little much, considering that WinZip, WinRAR, IZArc do it graphically already.

Maybe this will help to make it clear. The folder pk3 is where is move the files to make the pk3...it isn't used by my game, it uses the folder world to store the pk3 it uses, like the pic shows.



No, you do not need Quake III installed. Only if you want to run the maps in Quark do you need to have the game. I got Quake III Arena for $10 used, and it has alot to offer already. You will need the tools that are used by Quake III to make maps, hang on...I'll get you the list....
Posted: 23rd Jun 2007 1:53
Ok jinzai...i have to thank you again for your time !!..i will try it again....ha ha can you imagine ? i was trying to delete all extra textures from a .pk3 with more than 400 Mb selecting an deleting and closing file again...mmmmm i should last in two weeks ha ha...

cheers.
Posted: 23rd Jun 2007 2:03
...you are too funny! That's what mypak0.pk3 is, QIII's pak0.pk3 with their maps removed, mine installed and also...I kept two of their maps, and all of the textures I was using. Still, 150MB, or so!!!!!

Lots faster using the zip tool!!!!!
Posted: 23rd Jun 2007 2:19
ha ha...i feel myself like my jounger son when i was teaching him litte code of dark basic...haha , he gave up the first week...he loves more playing with play station.

we never go to bed without knowing something new...i don´t know if traslation into english is correct sorry..


Thank you again my frind...cheers
Posted: 23rd Jun 2007 2:25
I have the same situation exactly here...but with XBox360 more than the PS2! Very interesting.

The translation is fine, maybe learning is better than knowing, but...it makes enough sense to me. Very good parenting skills!

Here is a little thing I got from Quark:

1st program to run on the .map is
q3map2.exe +BSP -LIN filename
2nd program is also q3map2.exe
q3map2.exe -vis -saveprt
3rd program is again q3map2
q3map2.exe -light
4th is bspc.exe, the bsp compiler
bspc.exe -bsp2aas filename -output finalmappath

I don't think the bsp2aas is strictly needed; I think it has to do with shaders.

Anyway, you should be able to get by using Q3 maps, and those two tools ran with those arguments. That is from Quark's configuration.

Quake II works like this:

1st program is txqsb39.exe
txqsb39.exe +BSP -LIN mapname
2nd program is timvis.exe
timvis.exe filename
3rd is arghrad.exe
arghrad.exe -gamedir -moddir

I use the Quake III format and tools.

You can get the tools from the Quark download page, under the appropriate game. They install with instructions that are probably better than what I have cobbled up here.