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DarkBASIC Professional Discussion / BSP is a pain in the a***e!!!!!!!!!!

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the architect
22
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Joined: 6th Jan 2003
Location: United Kingdom
Posted: 17th Jan 2003 03:52
I'm amazed. Am I the only person who is truly getting problems using BSP. I've winged about this before.

Whatever game format BSP I use something goes wrong.

Quake 2-the program freezes
quake 3-will not compile using radiant tools.
Half life-if the level is of typical size any 3d objects flicker badly, including sky objects. I mean shadow/light flickers.
MOHAA-Will not even give out valid message.

On the cover of Dark Basic it says ' BSP '
It implies any BSP file can be loaded but this clearly is not the case. Does anyone else have any similar problems with their BSP maps.
What improvements can we expect in the future. I don't mind making HL maps if I know the issue will be resolved.
walt310
22
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Joined: 18th Dec 2002
Location: United States
Posted: 17th Jan 2003 05:58
I recommend you goto CShop 2.08 and convert the .X file created from this program and use it in DBPRO. DBPRO is still perfecting their BSP/PVS compiler. There are reason why you can not use other BSP compilers, Think about it!

I have spent 72 hours trying all the other compilers and ask everyone and failed(My wife was also geting upset because all the attention went to the PC". The only success is to go with the advice above.
walt310
22
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Joined: 18th Dec 2002
Location: United States
Posted: 17th Jan 2003 06:04
The .X files used as levels perform just as good or beter than the BSP levels. I was impressed with the speed and the nice textures on the wall. CShop 2.08 is nice and is still has a way to go to catch up with the others, but it works nice with DBPRO. Once the BSP/PVS compiler is fixed to compile a complex level( .X to BSP) that will be the only tool you will need.
Redmotion
22
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Joined: 16th Jan 2003
Location: Mmm mmm.. Marmite
Posted: 17th Jan 2003 12:59
Hi walt - looks like you got the maps working in DBPro, using Cart.shop, however, is the light map included? - (this important to me because atmosphere is an integral part of modern games and
without it games look quite cartoon-like.)
You also say:
"Once the BSP/PVS compiler is fixed to compile a complex level( .X to BSP) that will be the only tool you will need."
- Does that mean large levels do not compile?

the architect
22
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Joined: 6th Jan 2003
Location: United Kingdom
Posted: 17th Jan 2003 22:11
The product says that BSP maps can be used.

I wont use cart.shop because it is very basic and that it is already being scrapped. Quake 3 BSP work fine in DBPro but it is difficult to get your custom map to compile using the tools.

The product quaRKE is advertised as a recommended tool for BSP compiling in the resources section.

Does the cart.shop allow you to use the light maps? Without them your level will look like a first edition DOOM! Not very PROFESSIONAL.

Kangaroo2
22
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Joined: 26th Sep 2002
Location: United Kingdom
Posted: 17th Jan 2003 23:05
YES Cartography shop works fine for me. I haven't played about with the lighting too much yet, I'm waiting till I make something nice Like I said I haven't had it long, but it does seem to work, for me at least

walt310
22
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Joined: 18th Dec 2002
Location: United States
Posted: 17th Jan 2003 23:14
Lighting works fine for me!
the architect
22
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Joined: 6th Jan 2003
Location: United Kingdom
Posted: 21st Jan 2003 00:18
For anyone reading take note, to build BSP get quaRKE,
Quake 3 (a good game any way) and then import your own textures into quaRKE. quaRKE will sort your folder layout for you. Go into temp.Quarke or whatever and copy all the fies and code into an empty pak file. You can then call the level you want in your game.

Redmotion
22
Years of Service
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Joined: 16th Jan 2003
Location: Mmm mmm.. Marmite
Posted: 21st Jan 2003 14:50
Nice one Architect! I managed to get a small q3 map with textures and light working last night! (I've put the details in a new post!) I used Quarke 6.3 and quake3 plus 3 textures from Darkmatter...

Looking forward to patch 4 now!!

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