Class to read additional informations from Quake3 .bsp Files
Class to read additional informations from Quake3 .bsp Files
Since the Quake3-BSP MeshLoader from the Irrlicht-Engine only loads the Mesh itselt, I've written a Class which is aimed to load all the other informations stored in those files.
I've startet with the Entities which you can easily place on .bsp-Maps in GtkRadiant for example. For now it only loads and processes the ammo_* Entites but since I need to extend the Class for myself, I think that in a couple of days (or weeks:D) it will process all (or almost all) of the other Entities, too.
In the Future it could be used to e.g. automatically place Enemies (in form of MD3-Files which could be loaded with madinitaly's MD3-Loader, of course!) or other things on the map.
It's quite simple to use and also documentation is avaible for it. If you want, please test it! I hope that it is useful for someone.
http://www.plummi.de/bspReader_0_1.zip
Greets,
Plummi
I've startet with the Entities which you can easily place on .bsp-Maps in GtkRadiant for example. For now it only loads and processes the ammo_* Entites but since I need to extend the Class for myself, I think that in a couple of days (or weeks:D) it will process all (or almost all) of the other Entities, too.
In the Future it could be used to e.g. automatically place Enemies (in form of MD3-Files which could be loaded with madinitaly's MD3-Loader, of course!) or other things on the map.
It's quite simple to use and also documentation is avaible for it. If you want, please test it! I hope that it is useful for someone.
http://www.plummi.de/bspReader_0_1.zip
Greets,
Plummi
new Version
Thank you niko! It's good to read that someone find my work useful but... whom do I write that!
Just released a new Version.
I've added support for the following Entities:
The latest Version will always be at http://www.plummi.de/bspReader_latest.zip
@all: Since I don't play Quake3 (I don't even HAVE Quake3) I need much feedback. Please, write me what is important for you.
Greets,
Plummi
Just released a new Version.
I've added support for the following Entities:
- Entity Worldspawn
Entity info_player_deathmatch
Entity info_player_start
The latest Version will always be at http://www.plummi.de/bspReader_latest.zip
@all: Since I don't play Quake3 (I don't even HAVE Quake3) I need much feedback. Please, write me what is important for you.
Greets,
Plummi
Got some problems compiling.
It chokes on this one;
in function
The line:
expected constant expression
cannot allocate an array of constant size 0
'buffer' : unknown size
Using MSVC++6 and irrlicht 0.4.2
Got any clues of what i can do about it?
It chokes on this one;
in function
Code: Select all
void CBspFileEntityReader::loadEntities(tBSPLump* l, io::IReadFile* file)
Code: Select all
c8 buffer[ l->length ];
cannot allocate an array of constant size 0
'buffer' : unknown size
Using MSVC++6 and irrlicht 0.4.2
Got any clues of what i can do about it?
Code: Select all
c8 * buffer;
buffer = new c8[l->length];
I knew that!
Got another bug. I had to swap the Y and Z coordinates for the player_starts to be at the correct position in the q3 map.
Rotation seemes to be a bit off too. If I in gtkradiant rotate an info_player_start to 180 or 360 degreees it points in the right way, but 90 and 270 is pointing in the opposite direction.
Another compiler thing.
msvc++ doesn't like that.
'pair' : non-aggregates cannot be initialized with initializer list
'classnamePair' : non-aggregates cannot be initialized with initializer list
I have to split them up and do
pair.key = "";
pair.val = "";
Code: Select all
tEntityPair pair = {"",""};
tEntityPair classnamePair = {"classname",""}
'pair' : non-aggregates cannot be initialized with initializer list
'classnamePair' : non-aggregates cannot be initialized with initializer list
I have to split them up and do
pair.key = "";
pair.val = "";
I've searched for the reason of this and now I don't think it's my fault.deps wrote: Got another bug. I had to swap the Y and Z coordinates for the player_starts to be at the correct position in the q3 map.
When you have time, please take my test-source from http://www.plummi.de/q3loader.zip
The map is loaded by the normal irrlichtEngine but nevertheless the Y/Z-Axis are switched!
Perhaps it's a problem of the Engine itself..?
Does somebody knows about a Problem with the axis with bsp-Maps?
Y/Z-Axis and Angle are now calculated correctly.
The newest version should compile without any problems on the msvc++ compiler.
I don't want to flood the Forum with "new Release" Posts, so i decited to inform at http://www.plummi.de about new releases. (For the non german-speaking: Click on bspReader on the left to the Website, no fear it's in english )
The newest version should compile without any problems on the msvc++ compiler.
I don't want to flood the Forum with "new Release" Posts, so i decited to inform at http://www.plummi.de about new releases. (For the non german-speaking: Click on bspReader on the left to the Website, no fear it's in english )
i actually have asked for a new forum topic specifically for project updates:
http://irrlicht.sourceforge.net/phpBB2/ ... .php?t=986
there seem to be 10 'yes' votes-- so hopefully Sai (the forum keeper) will notice and start one soon.
http://irrlicht.sourceforge.net/phpBB2/ ... .php?t=986
there seem to be 10 'yes' votes-- so hopefully Sai (the forum keeper) will notice and start one soon.
a screen cap is worth 0x100000 DWORDS
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does Irrlicht .5 automatically have this?
Does Irrlicht .5 automatically have this included in it? If not, then why not? Seems like a logical thing to do.
I just noticed this, as someone recently posted to this month old thread, so I thought I'd ask.
http://www.flipcode.com/tutorials/tut_q2levels.shtml listed everything about the bsp format, and what things are stored where in it.
I just noticed this, as someone recently posted to this month old thread, so I thought I'd ask.
http://www.flipcode.com/tutorials/tut_q2levels.shtml listed everything about the bsp format, and what things are stored where in it.
The last sane human being in a world gone mad
http://s8.invisionfree.com/Game_Maker_f ... hp?act=idx
http://s8.invisionfree.com/Game_Maker_f ... hp?act=idx
Re: does Irrlicht .5 automatically have this?
Totally agreed!Wolf Dreamer wrote:Does Irrlicht .5 automatically have this included in it? If not, then why not? Seems like a logical thing to do.
Thanx for the link but it's not what I need (read my post again).Wolf Dreamer wrote:http://www.flipcode.com/tutorials/tut_q2levels.shtml listed everything about the bsp format, and what things are stored where in it.