Hi, I have lots of questions about the .BSP format used by quake II maps used by IRRlicht:
Are the maps (.BSP) used from a Quake III type editor (Q3Radiant, GTKRadiant) are more optimized than maps made from other format and converted into OCCTREE's? (give a better framerate and deal somewhat on occlusions faces) - Hammer seem to have an application (Vvis) that seem to compile something like that and put this into the .bsp file.
Does anyone have more info to get one of those map editor and setup them for producting levels.
I learned to use HAMMER since 2 week ago, is there any tools that can convert those maps in .BSP so that IRRlicht can read those?
What is IRRlicht is "interpreting" and using from theses generated BSP's?
Question about the .BSP format (Quake III maps)
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Irrlicht competely ignores the bsp visibility data in the bsp files. (in fact, it is not even loaded).
This explains the vis process briefly: http://developer.valvesoftware.com/wiki ... ermination
Irrlicht can only load 1 type of Quake 3 bsp file. Half-Life2, Quake 2, Quake 1, and Half-Life files will not work.
This explains the vis process briefly: http://developer.valvesoftware.com/wiki ... ermination
Irrlicht can only load 1 type of Quake 3 bsp file. Half-Life2, Quake 2, Quake 1, and Half-Life files will not work.
rogerborg wrote:Every time someone learns to use a debugger, an angel gets their wings.
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