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BSP question

Started by Mihail121 0 replies 350+ views
Original Post
Mihail121
Mihail121
Well i''m making a BSP loader for my engine and i face two problems for now.First it apears that some of the geometry is not drawn.Like on Q3DM1 the head with the red armor is missing.And i''m rendering only the faces(polygons and meshes).Is the head in the bezier patches or in the billboards.Another thing i can''t solve is that when i''m loading the textures there are some names that are NOT in pak0.pak with "noshader","bla-bla" and etc.How can i find these textures.I have two more questions.The BSP lightmaps seems to be some strange kind of images.They are some like multiply lines with yellow,orange or other color.Can someone tell me what''s that.And finally one last question.Can the BSP tree be used for collision detection???I mean that the bouding boxes of the leafs aren''t rotated with angle different of 0,90,180,270.Well that''s it.10x!!! P.S. You can also include some links of good BSP specs and tutorials! The PAIN is coming...this summer!!!In cinemas everywhere.
yzzid
yzzid
There is a good description of the Q3A BSP file format here.
The head with the tongue in Q3DM1 is made up of bezier patches. "noshader" means just that that the face doesn't use a shader. If you find the Q3A Shader Manual it will tell you about this. The shader names do not always match texture file names. That is why some of your faces might not be "textured."
As far as lightmaps go they are all 128x128. Not sure what problem you are having with them. As far as collision detection goes I believe you have to use the brushes. These will give you planes which you check your distance to which allows you to perform collision detection. Don't ask me how this is done because my Q3A renderer doesn't do collisions yet.
Hope this helps.

-dizzy

[edited by - yzzid on February 21, 2003 7:50:28 AM]
-dizzyGame Institute InternPlease rate me. :)

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