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DarkBASIC Professional Discussion / How to make a BSP map.

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JDforce
20
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Joined: 27th Jul 2004
Location: Sea of Tranquility
Posted: 23rd Sep 2004 14:38
Hi.
I downloaded the "waterSlide" demo, which introduced me to the functionality of BSP. Also in some dBP tutorials there are BSP objects.
I have not found a way to create a BSP object. I have GameSpace with the Level exporter, that generates a .MAP file and other formats, but not BSP.
In the caligari forum a user recommended me to convert this .MAP file with a utility for Quake and investigating this, I really find that there is no a guide for DarkBasic, or I have missed it.
Can somebody give me a hint on how to procceed to do a (darkbasic usable) BSP from a gamespace "level" geometry?
Will a regular "level" geometry saved in .X format, and binded to nuclear glory properties will react the same as a BSP?

Thanks,

Julio Debroy


may the 3d force B with U
MikeyP
21
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Joined: 21st Aug 2003
Location: Manchester, UK
Posted: 24th Sep 2004 01:08
Yes, A .x file with Nuclear Glory Collision will work.

But you can also use a converter that came with the CD version of DBP to convert .x files to .bsp. These will work in DBP but I think they may have some bugs, Im not certain though

As far as guides go, There was an Ultimate BSP Thread. To view it click - http://forum.thegamecreators.com/?m=forum_view&t=9319&b=3.

Though, I couldn't get this to work Maybe you will have better chance

Good Luck
Shadow Robert
22
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Joined: 22nd Sep 2002
Location: Hertfordshire, England
Posted: 24th Sep 2004 01:37
GTKRadiant is your friend, my friend and the friend of every C capable programmer who uses BSP in the world.

Seriously it is possible one of the most awesome BSP Editors available, as it has the flexibility and power you need... plus it covers just about every BSP game ever. (no seriously)

As for collision, well DBPs built-in collision is now actually pretty damn good.
So checkout the sliding collision example in the help and basically work using that as your base, and you should get some good results.


JDforce
20
Years of Service
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Joined: 27th Jul 2004
Location: Sea of Tranquility
Posted: 30th Sep 2004 13:22
I purchased the Online version of DBpro, and it seems there was not any BSP converter.
As for GTK radiant, I just downloaded and will try shortly.

I was peeking into the examples for DBPro and found an example with a file called ikzdm1.bsp. This BSP is called from the program with the following sintax:

load bsp "ikzdm1.pk3","ikzdm1.bsp"

but this PK3 file is nowhere in the disk. Am a little confused. What is that? is it embedded into the bsp?
Didn't find any documentation on dbpro help, except that it is a packed world, but again, no idea of that structures whatsoever.


may the 3d force B with U
flibX0r
22
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Joined: 14th Feb 2003
Location: Western Australia
Posted: 30th Sep 2004 14:12 Edited at: 30th Sep 2004 14:15
a PK3 file is a zip file. It is the extension used by Quake 3 and the games made with the quake 3 engine. It's just a convienient way of storing all your textures and maps in a single file.

I'm not sure about the load bsp "ikzdm1.pk3","ikzdm1.bsp" part though, although i'm guessing it has the same effect as load bsp "","ikzdm1.bsp"



http://www.jellystudios.tk
Current Project: Cube3 Arena (TGC Compo Entry)
JDforce
20
Years of Service
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Joined: 27th Jul 2004
Location: Sea of Tranquility
Posted: 30th Sep 2004 23:27
Well, the problem is that this PK3 is not on the disk. Only the BSP is.

I found a strange behaviour:
In help\tutorials\tutorial9, if I remove the "world\ikzdm1.pk3" part from the load bsp command, it wont work. However, in another program (examples\world\world-example1.dbpro) the ikzdm1.pk3 can be removed and the program still works.

The PK3 is not present on any directory.

So I figure out that the "world\ikzdm1.pk3" was only initializing the folder from where the bsp was going to be loaded. I placed the bsp in the corresponding directory and it worked without the annoying pk3!!

Conclusion: no pk3 needed.


may the 3d force B with U

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