Opnebsp compiler -Afecelis, share your wisdom.. ;)

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vermeer
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Opnebsp compiler -Afecelis, share your wisdom.. ;)

Post by vermeer »

openbsp

seems a free totally bsp compiler for q3. Dunno how good/complete it is...neither if it's based in id's tools...if is not, then is true is free for comercial use...

http://www.osmanturan.com/

I don't post in tools list as I'm no quake3 formats expert, and dunno if there's some use for this...Afecelis.... ;)
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Guest

Post by Guest »

actually, i believe ID owns the bsp format, so it does not matter which tool you use, you still cant sell it unless you purchase a license. For commercial development I go with the .x format.
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Post by Electron »

I don't think id cares if you create files following their format, you just can't use their tools.
You do a lot of programming? Really? I try to get some in, but the debugging keeps me pretty busy.

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vermeer
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Post by vermeer »

yep, you can use bsp format for comercial projects. What u can't use for that is the id tools for it. Must use non id's.
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Darkangel

Post by Darkangel »

Guest said that they used the .x format for levels. How did you get it lit in the engine? I'm still at a loss for that.
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Post by Murphy »

Dynamic lighting of X is just a matter of adding light scene nodes and loading the X mesh.

Lightmapping a textured X, on the other hand... I don't think there's currently a good way to do it, which is one of the reasons I got started with MIM and eventually produced OCTTools.

Using my OCT Blender exporter, my OCT loader for Irrlicht, and FSRad, you can create textured and lightmapped levels as OCTs from any format that Blender can load. For free, and fairly easily.
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Post by Joe_Oliveri »

Are there any free .x modelers out there?
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Post by vermeer »

skater, blender is one, for mac, linux and win.


yep, i am testing right now murphy's lightmapping workflow and is fantastic. I'll post screenshots soon...My right hand broken stll allow some tests ;) (but I can´t pan easily in blender with just one hand ;) )

mim format related stuff is gonna be a revolution, imho, a good one.
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afecelis
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Post by afecelis »

hey Vermeer!

I hadn't seen this post earlier. It looks damn interesting! Gonna give it a try as well and see what comes out.It's the first time I hear from this bsp compiler. Is it new? You always find good info in the weirdest places, lol.
On the other hand, I'm glad your hand's better, at least for testing purposes :wink: And I'm glad you teamed up with Murphy to take care of the Artist part of his tools. You guys are doing a gr8 job, and yes; His MIM format will be a very good thing for Irrlicht.

I'll post some screenies if the compiler works ok.

take care!!
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Post by Joe_Oliveri »

Ok I have been playing around with this OpenBSP compiler if anyone else has you can see how it compiles your map into a .obsp does this not matter when trying to open it in Irrlicht. Has anyone tryed. Im thinking that maybe all you have to do is add the o in the BSP loader in you project? Anyone know?
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Post by afecelis »

I also tried it but noticed some memory access violation problems. It's got a bug that reboots my system, and it's gotta be a major bug since nothing else 3d-related makes my pc go like this.

On the graphic part: yup, the lightmaps look cool and the compiling process goes nice but I'm not sure if a loader must be written for it so I guess the next thing to do would be loading a .obsp file into irrlicht, but I think a loader is required.

but it's the first "very decent" free compiler I see for bsp files.
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Post by Joe_Oliveri »

Yes I agree it works very nicly I work well with the .bsp format. And I have been looking for such a program. :D I'll see what I can do with the file. It shouldn't be that hard just rewrite the .bsp format using .obsp.
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Joe_Oliveri
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Post by Joe_Oliveri »

Ok I tried two things, I tried zipping the .obsp format and making a .pk3 file tried loading it didn’t work. Then I tried simply renaming the file to .bsp no such luck.

As time permits I will try to write a loader function. However working with 3 game projects and 2 software projects kind of has me in a bind. I will try though.
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Post by vermeer »

afe, i cant even pan,as can hit keyboard with my right hand...i manage to test, but nothing else. ie, i dont pan the model i'm using for murphy's tests...

planning to buy a cheap 5 mouse button ps2 mouse, if i see one to asing keys (via driver-software, if someone knows of a universal driver-supportin 5 button key bindings- for win...)to 4th and 5th...so i at least can model with this so dumb left hand....

the wacom mouse can do, but is so terribly bad i cant work with it..such a good pen, such a bad mouse....

actually, this bsp compiler is not ended, and i'm sure most people would rathr prefer -well, artists i know would- Murphy's tool, allowing full quality and no limits in level modelling...(or modelling tool used for the modelling level part)

but ok, i know many people love or are nostalgic of bsp(or in love with oldie gtk radiant)....when i did post that, murphy had not reached these forums ;)

i saw my way today (thanks to his advices) to output rocking lightmapped levels with the tools, of course using fsrad GI radosity....starting to seriously rock.

with blender, you import your obj (or model there if are so inclined)setup the lights and coloured lights you wish...export with murphy's plugin... open in the viewer if wish so, or just load the oct in fsrad (modified by murphy). then put your values (yep, fsrad never was easy ;) But I was missing a huge, large "help" button...u know; gfx ppl we are a bit so...)..once rendering ends, the oct can be loaded in irrlivht. we'r polishing this to make it totally seamless (well,i'm doing nothing but help in the art side workflow)

lol, i'm hijacking my own thread....XD ...this is new. Iguess i have no time now to post in the other place. but is levels. its related XD

must rush to fix some non computer stuff, but tomorrow will do some screenies if I can...:)
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Joe_Oliveri
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Post by Joe_Oliveri »

Even so it was a good project for my first mod to the Irrlicht Engine. I have finished it, but with a few minior errors once I fix them I will tell you how I did it.
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