Hi,
The problem with level from CShop is that it's not been built correctly for a BSP level. A BSP level needs to be constructed out of solid objects and this isn't the case with "level.csm". If you open it in CShop you'll see the use of caulk textures which make faces invisible. Because of this the compiler cannot work out solid / empty space correctly.
With the BSP compiler we have to determine if polygons lie to the front, back or on the same plane as other polygons. When this check takes place it could be that the polygon is on the plane but the result may not be 0, it could end up being 0.01. This is why we use the epsilon value to determine if the point is within a boundary e.g. -0.01 to 0.01. Changing the epsilon value will help when you need to be more or less accurate with these checks.
When creating the BSP tree we need to go through and split the level into many pieces. The split value allows you to have some control over the splitting process. This can help to create a more balanced tree which could speed up rendering. So if you set the split value to 4 it will try to keep the number of splits to a maximum of 4 for each area.
I have a new version of the BSP Compiler from Mike (not that it will help in this instance) so I'll check with him about posting it here.
Cheers,
Rich
"Gentlemen, we are about to short-circuit the Universe!"
DB Team / Atari ST / DarkForge / Retro Gaming