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 that?
Thanx in advance, pat le cat [/b]
Code for newer BSPs, for ex. Doom3
Doom3 no longer compiles into bsp since it doesn't use lightmaps but realtime dynamic lighting.
Not sure about HL2, but both new formats require a lot of horsepower to run them and that's not Irrlicht's target.
but there must be some info on the new formats somewhere. I f I run into any I'll link it here.
Not sure about HL2, but both new formats require a lot of horsepower to run them and that's not Irrlicht's target.
but there must be some info on the new formats somewhere. I f I run into any I'll link it here.
Last edited by afecelis on Tue Feb 07, 2006 5:48 pm, edited 1 time in total.
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Try checking out the Valve Source Community Docs. you might be able to find something there.
Irrlicht Moderator || Game Designer
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Learn the basics at </dream.in.code>
look @ http://www.geocities.com/cofrdrbob/bspformat.html
you could also look at Osman Turans OpenBSP code located at http://www.osmanturan.com/
you could also look at Osman Turans OpenBSP code located at http://www.osmanturan.com/
terefang
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nVidia 7800GT/256, AMD64-X2 4k2, Latest Fedora/CentOS
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http://www.geocities.com/cofrdrbob/bspformat.html
That is a very nice site. I will use this to work on my game a little. It will at least help out with the graphics.
That is a very nice site. I will use this to work on my game a little. It will at least help out with the graphics.
Irrlicht Moderator || Game Designer
Learn the basics at </dream.in.code>
Learn the basics at </dream.in.code>
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The newer BSP format for HL2 has raised the bar for the format. Dynamic Lighting and everything else thats newer is now also built into this format.
Irrlicht Moderator || Game Designer
Learn the basics at </dream.in.code>
Learn the basics at </dream.in.code>
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.
But since the HL2 BSP files are the best documented (which doesn't mean optimal!) I will look into HLLib which seems a nice and complete wrapper. Next question is, how to integrate that information into irrLicht to display anything?
Is there a simple way to use/map the outcoming data in iL?
Greetz and thanx to all, pat le curious
But since the HL2 BSP files are the best documented (which doesn't mean optimal!) I will look into HLLib which seems a nice and complete wrapper. Next question is, how to integrate that information into irrLicht to display anything?
Is there a simple way to use/map the outcoming data in iL?
Greetz and thanx to all, pat le curious
You'll have to write a loader for such format. Other level formats like csm (cshop) dmf (deled) and My3d (Zdimitor's format) started out as external loaders. You had to include a cpp and a header file with your app to load it; but then they were merged into the source. Now you can load them directly since they're suported natively.
I guess the API provides some parameters on how to handle esternal mesh loaders. Or I think checking some of the formats I mentioned above can give you a clue.
I guess the API provides some parameters on how to handle esternal mesh loaders. Or I think checking some of the formats I mentioned above can give you a clue.