Code for newer BSPs, for ex. Doom3

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patlecat
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Code for newer BSPs, for ex. Doom3

Post by patlecat »

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 :twisted:[/b]
afecelis
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Post by afecelis »

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.
Last edited by afecelis on Tue Feb 07, 2006 5:48 pm, edited 1 time in total.
Joe_Oliveri
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Post by Joe_Oliveri »

Try checking out the Valve Source Community Docs. you might be able to find something there.
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terefang
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Post by terefang »

look @ http://www.geocities.com/cofrdrbob/bspformat.html

you could also look at Osman Turans OpenBSP code located at http://www.osmanturan.com/
terefang
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Joe_Oliveri
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Post by Joe_Oliveri »

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.
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pfo
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Post by pfo »

Why would you want to use BSP? the format is kinda outdated, OctTree should be faster anyway.
Joe_Oliveri
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Post by Joe_Oliveri »

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.
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patlecat
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why not?

Post by patlecat »

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. :roll:
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 :twisted:
afecelis
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Post by afecelis »

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. :wink:
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