Outdoor world handling...

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sumanthewhiz
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Outdoor world handling...

Post by sumanthewhiz »

We are planning to develop a real-time third person shooter, which mostly comprises of outdoor levels. Regarding that, we have a few questions....

1. Which is the best way to handle outdoor worlds?

2. Is the .bsp format suitable for outdoor worlds? (Because we haven't seen a single game till date which uses BSPs for its outdoor worlds)

3. Most of the games which handle outdoor levels use the .map format. Is that format supported by Irrlicht?

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Wolf Dreamer
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Post by Wolf Dreamer »

It all gets turned into octtree no matter what you load up I think.

http://www.euclideanspace.com/threed/so ... cttree.htm explains octree and bsp rather well I think.

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Find an example that loads up a .bsp without it having to be compressed into a pk3 file. Then change it to a .map and see if it works.

I'm a bit curious myself, as well as whether I can load up a map in the .x format. It isn't just objects, but entire maps can be made from it.

Not sure if .x will be better. I guess we'll have to run identical maps on all formats supported and see what runs best in our worlds.
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Mercior
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Post by Mercior »

.map is a very popular format name - I've got about 5 different pieces of software on my pc which save to .map and all in different formats :)

BSPs could be used to design outdoor worlds - it really depends how big you want the world, how much detail you want and how the game works. You may find its better in the end to use a landscape class on its own and make a custom level format for placing objects on the landscape, or you could even combine BSP's with landscapes for some cool maps !
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