Search found 27 matches

by patlecat
Thu Feb 09, 2006 9:47 am
Forum: Open Discussion and Dev Announcements
Topic: Code for newer BSPs, for ex. Doom3
Replies: 8
Views: 1621

why not?

What I want to do is getting to know the (Quake based) BSP file format. My dream would be to use CoD maps, sounds + models and put them into an up-to-date engine. But it's ambitious I know. :roll:
But since the HL2 BSP files are the best documented (which doesn't mean optimal!) I will look into ...
by patlecat
Tue Feb 07, 2006 1:36 pm
Forum: Open Discussion and Dev Announcements
Topic: Code for newer BSPs, for ex. Doom3
Replies: 8
Views: 1621

Code for newer BSPs, for ex. Doom3

Hi all

Does anyone have a clue about the new map formats of Valve or idSoftware? I would love to have/make a map lib that can use those BSP maps like the older Quake3 reader we have in irrLicht. But I can't find any information online.

Does anyone have more precise info (please no guessings) about ...
by patlecat
Sat May 22, 2004 8:23 am
Forum: Advanced Help
Topic: RTCW bsp - is anyone using them?
Replies: 9
Views: 1615

Hey Dingo

Howsa going with the RTCW bsp loading code? Have any progress on it?
by patlecat
Thu Apr 22, 2004 5:06 pm
Forum: FAQs, Tutorials, Howtos, and external tool lists
Topic: Class to read additional informations from Quake3 .bsp Files
Replies: 46
Views: 31372

Yeah seems Plummi abandoned his project and since the redesign of his site, this file is not accessible anymore. But he wasn't very responsive anyways.
by patlecat
Sun Apr 11, 2004 1:42 am
Forum: Open Discussion and Dev Announcements
Topic: Feature requests for Irrlicht 0.7
Replies: 64
Views: 12042

+ I wish Irrlicht would catch up with a support for Cg . Unlike popular opinion, Cg is a platform independant standard now, so you can write for non-nVidia cards as well. Besides it is compatible with DX9's HLSL. So it's a good choice and would boost graphics on this engine.

+ Speed optimizations ...
by patlecat
Tue Mar 16, 2004 11:13 am
Forum: Bug reports
Topic: shadow effect does not work on irrlicht 0.6
Replies: 3
Views: 2424

Look at the sky or fires to see the differences. I hate 16bit modes, only good for legacy.
by patlecat
Tue Mar 16, 2004 10:54 am
Forum: Beginners Help
Topic: Impossible to compile irrlicht 0.6
Replies: 2
Views: 667

I don't think so, I allways had the PlatformSDK installed, since I need it, and with irrLicht 0,6 it now works fine. Of course I'm using VC.2003 since 2002 exclusively :wink: VC.2002 was a pile of bull****.
You can allways move the Libraries up or down your search line in VC so conflicts of that ...
by patlecat
Tue Mar 16, 2004 10:54 am
Forum: Beginners Help
Topic: torque and irrlicht
Replies: 5
Views: 1409

I find it extremely lame to advertise in here for Torque. I've licensed it and it sucks! Besides, the owners of Torque, GarageGames have allways been more interested in expanding their online presence and make it shine real nice then expanding their engine :cry: So what you got there is an old ...
by patlecat
Thu Mar 11, 2004 10:36 am
Forum: Bug reports
Topic: scrolling in gui elements
Replies: 5
Views: 3045

If I may add the wish that scrolling behaves more like we're used to in window systems? I mean like when I stay pressed on the scroll button then it should scroll continually and when I click into the bars background it should page down or up. The bar size ist also not fully correct when it comes to ...
by patlecat
Wed Mar 10, 2004 11:22 am
Forum: Advanced Help
Topic: RTCW bsp - is anyone using them?
Replies: 9
Views: 1615

Hey kool Dingo :P

Please let us know when you have something. I would gladly help you with that if I can. Some documentation of this RTCW format would be great too.

pat le happy :lol:
by patlecat
Tue Mar 09, 2004 11:57 pm
Forum: Open Discussion and Dev Announcements
Topic: the new XML reader/writer
Replies: 7
Views: 2195

There are 2 ways of processing, not reading, an XML file:

Event Processing
DOM Processing
The first one is way faster and uses very little memory, it fires events every time it encounters a tag, the second one loads all tags into memory in a tree form which is then called DOM.
The first one is ...
by patlecat
Tue Mar 09, 2004 11:40 pm
Forum: Advanced Help
Topic: RTCW bsp - is anyone using them?
Replies: 9
Views: 1615

Hi all

I already asked that question in vain here. RTCW maps are different in many ways from Q3, it may be true that only little has changed in the structure of the BSP file format but it's content certinaly has changed a bit. They use more advanced shaders for example etc. The GtkRadiant must be ...
by patlecat
Tue Mar 09, 2004 6:59 pm
Forum: Open Discussion and Dev Announcements
Topic: UML Software?
Replies: 16
Views: 3634

Poseidon is not much of use in the CommunityEdition to us, since only the Pro Edition outputs C++ code etc.. ArgoUML development has dramatically slowed down since Poseidon lifted off, but they just got a new version out on 1st march.

I used Together and some others but most were either too heavy ...
by patlecat
Tue Feb 24, 2004 3:42 pm
Forum: FAQs, Tutorials, Howtos, and external tool lists
Topic: DW's Freeware Utitlities List
Replies: 39
Views: 18430

FrontEnds allways need a backend which in this case is a full Quake3 install. Then you don't need anything else, since the SDK offers a map compiler for free.
Shaderlabs compiler is a backend replacement.
by patlecat
Tue Feb 24, 2004 3:38 pm
Forum: Beginners Help
Topic: Quake3 *.bsp vs *.3ds meshes
Replies: 11
Views: 1472

Ever thought of an outside world with a large building which is built as bsp?
then you know why using octree with BSP has a use because BSP with the outside world would crash or run that slow that you can throw everything away :)
Yes but this is not a portal system where you mix the rendering ...