Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

Newcomers DBPro Corner / BSP or .X?

Author
Message
Strider
21
Years of Service
User Offline
Joined: 22nd Dec 2002
Location: United Kingdom
Posted: 23rd Feb 2003 22:40
Hi, Can anyone give me some idea of what the advantages and disadvantages are between the BSP and .X formats.

Using DBpro, I'm creating a routine to control the motion of the camera. At various locations events will trigger causing a wav file to play. The problem is that I'm not sure which environment is best to use, BSP or .X.

Any thoughts anyone?
JD
QuothTheRaven
22
Years of Service
User Offline
Joined: 2nd Oct 2002
Location: United States
Posted: 24th Feb 2003 01:21
bsp is for a world. .x is for an object

Darken the skies, we are God.
Strider
21
Years of Service
User Offline
Joined: 22nd Dec 2002
Location: United Kingdom
Posted: 24th Feb 2003 02:09
... but isn't it possible to create a world using .X only, like with a few demo's I've run in DB pro?

JD
BackBONE
21
Years of Service
User Offline
Joined: 18th Feb 2003
Location:
Posted: 24th Feb 2003 04:12
shure its possible.
i planning doing this way for my games.

BSP.:

PRO : There are many bsp levels spread over the internet
and its fun sometimes to play your game in the same enviroment as you did with HL (for example) befor.
You can Load the entire world with one comand and its easy to setup cameras and playercollisions.

Contra : You can only use Rectangular shapes.


.X :

Pro : Full freedom to create any shape u want.

Contra : Have to write your own LoadFunction.
You have to take care for collisions. You have to find a way
to import leveldata (object positions and properties.)

So its up to U.

You have more freedom in leveldesing with .X files.
but have to care for more thimgs in programming.
QuothTheRaven
22
Years of Service
User Offline
Joined: 2nd Oct 2002
Location: United States
Posted: 24th Feb 2003 05:27
now wait that's not right, bsp and .x can handle all types of shapes. BSP is better for making large worlds, however, because it has built in maths to say which faces not to render, speeding up performance dramatically. .X has nothing like that, and is just a regular object file.

Darken the skies, we are God.
Strider
21
Years of Service
User Offline
Joined: 22nd Dec 2002
Location: United Kingdom
Posted: 24th Feb 2003 23:53
Thanks Guys !!! It looks like BSP's the way to go at first.

Also I noticed real game tools have added a new BSP entity function for DBpro - I'm not sure how to use it yet but I think they enable programmers to handle the old entities placed in Quake or HL editors ... I think. That should help to set up trigger points for my project.

JD

Some day, I'll be able to give advice too ... some day
Megaman Zero
21
Years of Service
User Offline
Joined: 25th Jan 2003
Location: United States
Posted: 25th Feb 2003 00:45
Hmmmm, I cant seem to make a BSP file, if my levels have cyliners or anything other than Rectangles & Wedges, is there a special way of having to do this to make it convert properly, if I use anything other than boxes & wedges?

QuothTheRaven
22
Years of Service
User Offline
Joined: 2nd Oct 2002
Location: United States
Posted: 25th Feb 2003 02:49
use a "normal" bsp editor and you shouldnt have that problem...what are you modeling in?

Darken the skies, we are God.
Strider
21
Years of Service
User Offline
Joined: 22nd Dec 2002
Location: United Kingdom
Posted: 25th Feb 2003 22:46
Does anyone understand Quark? I can't seem to make a decent disc or sphere approximation because the default primitives only give limited segments/faces. Is there any way to increase this value

JD

Some day, I'll be able to give advice too ... some day

Login to post a reply

Server time is: 2024-11-24 04:54:45
Your offset time is: 2024-11-24 04:54:45