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Team Xlink Joined: 25 Jun 2009 Posts: 320 |

Posted: Tue Apr 06, 2010 11:28 pm Post subject: Best BSP Type |

Hello. I was wondering what, in your opinion, is the best BSP type, and why it is the best. Quake BSP Half-Life BSP Quake 2 BSP
Quake 3 BSP
Thank you.
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Anonymous wrote:
if it works, it works. if it doesn't, HAHAHA!

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Error Inside3D Staff Joined: 05 Nov 2004 Posts: 558 Location: VA, USA

Posted: Tue Apr 06, 2010 11:43 pm Post subject: |

Quake BSP. Keep that shit real! _________________ Inside3D : Knowledge Is Power Darkplaces Documentation Wiki

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leileilol Joined: 15 Oct 2004 Posts: 1321 |

Posted: Tue Apr 06, 2010 11:56 pm Post subject: |

Q3BSP, the Raven implementation which is the same thing but with lightstyles, a more proper terrain implementation, and flares - all the time! _________________

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Error Inside3D Staff Joined: 05 Nov 2004 Posts: 558 Location: VA, USA

Posted: Wed Apr 07, 2010 12:30 am Post subject: |

indeed, I never hear any bad things about q3bsp _________________ Inside3D : Knowledge Is Power Darkplaces Documentation Wiki

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leileilol Joined: 15 Oct 2004 Posts: 1321 |

Posted: Wed Apr 07, 2010 12:45 am Post subject: |

You can't Worldcraft it. That's the bad thing. Your options to produce a Q3BSP: - Radiant this, Radiant that - The dreaded QuArK _________________

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Team Xlink Joined: 25 Jun 2009 Posts: 320 |

Posted: Wed Apr 07, 2010 1:11 am Post subject: |

But what are the advantages of Quake 3 BSP? _________________

Anonymous wrote:
if it works, it works. if it doesn't, HAHAHA!

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leileilol Joined: 15 Oct 2004 Posts: 1321 |

Posted: Wed Apr 07, 2010 2:05 am Post subject: |

- Lightgrids (no need to sample model lighting from the bottom lightmap) - Curves/beziers - No worries about collision hulls - Independent lightmap resolution, so you can still use high-res textures without high-res lightmaps. This kills software support
- Ambient occlusion
- Models can be built directly into the map (Similar to UnrealEngine2 StaticMesh)
- Volumetric fog
- Surfaceflags
- No more 'split leafs' (more death to software, but this leads to much faster map rendering as the map geometry is much more simpler)
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Team Xlink Joined: 25 Jun 2009 Posts: 320 |

Posted: Wed Apr 07, 2010 2:30 am Post subject: |

Wow, it is a lot better. _________________

Anonymous wrote:
if it works, it works. if it doesn't, HAHAHA!

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leileilol Joined: 15 Oct 2004 Posts: 1321 |

Posted: Wed Apr 07, 2010 2:35 am Post subject: |

Well... you could've figured that out yourself by playing any id tech3 game. The difference is obvious. ...........and no, this is not something you can simply paste into PSP GLQuake. _________________

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Team Xlink Joined: 25 Jun 2009 Posts: 320 |

Posted: Wed Apr 07, 2010 2:51 am Post subject: |

leileilol wrote:
Well... you could've figured that out yourself by playing any id tech3 game. The difference is obvious. ...........and no, this is not something you can simply paste into PSP GLQuake.

I know I can't simply past this into PSP GLQuake.
I would have to first understand how it works and use references like these:
http://www.mralligator.com/q3/
http://graphics.cs.brown.edu/games/quake/quake3.html
http://www.vicampus.com/index.php?action=showtutorial&id=9
http://www.vicampus.com/index.php?action=showtutorial&id=8
Anyway's my psp is broken at the moment, so my work on any psp engine has ceased, as of mid march.
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Anonymous wrote:
if it works, it works. if it doesn't, HAHAHA!

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mh Joined: 12 Jan 2008 Posts: 909 |

Posted: Wed Apr 07, 2010 8:08 pm Post subject: |

leileilol wrote:
- Lightgrids (no need to sample model lighting from the bottom lightmap) - Curves/beziers - No worries about collision hulls - Independent lightmap resolution, so you can still use high-res textures without high-res lightmaps. This kills software support
- Ambient occlusion
- Models can be built directly into the map (Similar to UnrealEngine2 StaticMesh)
- Volumetric fog
- Surfaceflags
- No more 'split leafs' (more death to software, but this leads to much faster map rendering as the map geometry is much more simpler)

That about sums it up. Even Q2 BSP is an improvement over Q1 though - something as simple as areaportals removes the need for cheesy visibility hacks and opens up mapper creativity. Unless the mapper uses cheesy visibility hacks in a creative manner that is, but you know what I mean...
_________________
DirectQ Engine - New release 1.8.666a, 9th August 2010
MHQuake Blog (General)
Direct3D 8 Quake Engines

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goldenboy Joined: 05 Sep 2008 Posts: 310 Location: Kiel |

Posted: Wed Apr 07, 2010 9:42 pm Post subject: |

Q2 also has surface flags, which are a blessing. Technically, Q2 is not too shabby. As the lots of games built on it show. Sure Q3 is better. _________________ ReMakeQuake The Realm of Blog Magic

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Team Xlink Joined: 25 Jun 2009 Posts: 320 |

Posted: Thu Apr 08, 2010 12:02 am Post subject: |

Well after some Google searching, and little to no useful results, here is my question. Whats the differences between: Quake 1 BSP and Quake 2 BSP Half-Life BSP and Quake 2 BSP _________________

Anonymous wrote:
if it works, it works. if it doesn't, HAHAHA!

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Downsider Joined: 16 Sep 2008 Posts: 477 |

Posted: Thu Apr 08, 2010 12:25 am Post subject: |

It's easy to find descriptions of each format. http://en.wikipedia.org/wiki/BSP_%28file_format%29

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mh Joined: 12 Jan 2008 Posts: 909 |

Posted: Thu Apr 08, 2010 12:25 am Post subject: |

Team Xlink wrote:
Well after some Google searching, and little to no useful results, here is my question. Whats the differences between: Quake 1 BSP and Quake 2 BSP Half-Life BSP and Quake 2 BSP

Half-Life BSP is almost identical to Q1 (HL is a Q1 engine game after all), so the question collapses into one - the difference between Q1 and Q2.
Q1 BSP is simpler. Everything is self-contained, it's likely easier to map for in certain respects, so in those terms it's definitely worth using.
Q2 BSP has higher limits, surface flags, areaportals, extra clipping hulls, built-in coloured light, and quite likely techie stuff in the compiler I don't know about (water surfs don't seem to break up in GL Q2 for example). It's like an extended version of Q1 BSP with a lot of the things that were wrong or limited about it just fixed. On the other hand it's slightly more complex to map for, and textures need to be kept external.
(Note that I didn't include skyboxes: skyboxes are a function of the renderer more than of the BSP format, can be included in Q1, and the Q2 renderer could even be modded to support Q1-style sky).
I guess the answer to which you should use depends on what you want to achieve. If the Q1 BSP format gets you the results you want, then by all means use it. If you find yourself struggling with it and fighting it, then don't.
_________________
DirectQ Engine - New release 1.8.666a, 9th August 2010
MHQuake Blog (General)
Direct3D 8 Quake Engines

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