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When I first started game development in 1998 I used Half-Life and created mods for it. Okay I will lay down my thoughts about BSP's in DBPro if thats what you want Aralox. DBPro must be doing frustum culling, it is certainly wiser not to draw the polys behind you, for example. (By creating two parallel planes at the minimum and maximum of the camera's range.) Polys that do not fall into the camera's frustum are culled. Most renderers use frustum culling (Which is what CashCurtisII is calling regular culling, if I am not mistaken about his post, that is.), which eliminates polys that are not in the camera's view. ![]() The PC and the camera are enough for me right now. You only need them for PCs, and some of the NPCs they do not need to be valid for every object in the world. You will still need to do collision checking for object to object, and there is a limit of 24(?) bsp collision meshes in DBPro. (Again, this is much less than doing all of the collision yourself!) That is on me, not the bsp, or DBPro!īsps are often derided because the binary space partitioning algorithm is wasteful in some cases, and there are map geometries that make this worse.but it still works, albeit at a cost. The only trouble I had was in getting the artificial gravity running properly. There is a lot of theoretical nonsense being bandied about with respect to bsps, but the collision is flawless in my experience. bsps do not suffer most of the limitations that other formats do, and they actually offer a lot more. The collision is worth the price of admission by itself. The fact that it wants to be a QuakeII/III editor does not help, but.you can use it if you are willing to move tons of files around, and don't mind cobbling together the pk3. I use it exploded (not in a pk3) alot, and only pk3 it up when I make a major change. Its just a major pain to use for incremental changes. I still use Quark for bsps, and it does a great job. ![]() I even own 3DWS, which is incapable of using bsp in any sort of useful way at all, but is still a great mapping tool. (They don't animate, and I've no easy way to get the object numbers without resorting to finding them in a very inaccurate manner.)Ībsolutely, hands down. #Extract textures from a map .bsp fullI parse the string myself now its not complicated, just really long, and full of alot of heirarchical stuff! It does pick up the lights out of there, and it also picks up submodels well. info_player_start is one of the first ones, but.I see no way to tell DBPro to place my model there, as I can't find it after loading. The only real drawback to DBPro with respect to bsp, in my estimation is that it does not expose the entities to me, nor does it pick all of them up. I have read that it does not, but my results tell me a different story. It appears to me that DBPro does in fact use the PVS in my bsp files. #Extract textures from a map .bsp codeIt may occur to you that the file can't cull for itself, there needs to be code in there to pick the PVS up, and cull from there. They are actually a series of bits, one complete set for each leaf in the bsp. The sections are referred to as the Potential Visibility Set and the Potential Hearing Set. Bsp files have two sections that are precomputed when they are compiled. ![]()
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