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tools:bsp2_format [2014/10/20 21:55] – indicate that qs 0.90.0 supports bsp2, and directq supports 2psb ericw | tools:bsp2_format [2015/08/28 18:11] (current) – moved to http://quakewiki.org/wiki/BSP2 Spirit | ||
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- | ====== The BSP2 Format ====== | + | Moved to http://quakewiki.org/wiki/BSP2 |
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- | When the Remakequake project' | + | |
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- | The finalised BSP2 format uses the magic number BSP2 and has the following limits: TODO, why are those numbers nowhere to be found :( | + | |
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- | First RMQ releases used an early version for their maps with the magic number 2PSB and still had node BBox sizes being '' | + | |
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- | ==== Engines with BSP2 support ==== | + | |
- | * Darkplaces | + | |
- | * FTEQW | + | |
- | * Quakeforge | + | |
- | * Quakespasm (from 0.90.0) | + | |
- | ==== Compilers with BSP2 support ==== | + | |
- | * hmap2 uses BSP2 automatically if needed. | + | |
- | * as does QuakeForge' | + | |
- | * tyrann' | + | |
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- | ==== Adding support to your engine/ | + | |
- | You can check out the sources of the engines and tools mentioned above. For example looking at model_brush.c in DP and searching for isbsp2 will reveal all the differences between the 3 formats (normal, isbsp2, isbsp2rmqe being the 2PSB code). | + | |
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- | <WRAP center round todo 60%> | + | |
- | The following use the deprecated 2PSB format, please do not use them or implement them. Of course the differences between BSP2 and 2PSB are rather tiny so you can still use them as a guideline. | + | |
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- | * MH's '' | + | |
- | * RMQ's TxQBSP2, WVisBSP2 and LightBSP2 from the same zip. | + | |
- | </ | + | |
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- | Sources: | + | |
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- | * http:// | + | |
- | * #qc (gb, LordHavoc, Spike, etc) | + |