Quake 3's .bsp spawn points and entities, once and for all!
Posted: Fri Sep 16, 2005 1:01 am
Ok, this question seems to have been asked quite a few time but no concluding answer has been given and I can't find out what's wrong with what I'm doing.
I extract spawn points off the map. With that position, I swap Y and Z and negate the Z (* -1). Using that position, my guy spawns way off the map, a map which has been loaded normally [getMesh(mapName.c_str())].
Could someone tell me the steps needed to convert from the values in the .bsp to the irrlicht map's coordonates?
Thanks!
I extract spawn points off the map. With that position, I swap Y and Z and negate the Z (* -1). Using that position, my guy spawns way off the map, a map which has been loaded normally [getMesh(mapName.c_str())].
Could someone tell me the steps needed to convert from the values in the .bsp to the irrlicht map's coordonates?
Thanks!