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.map to .bsp
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If you just want to use a precompiled .bsp then download the Quake3 tool set (should be on ftp.idsoftware.com somewhere). This will include Radiant (the editor) and the necessary compile tools to build the .bsp, perform visibility calculations, and do the lightmapping.
If you want to write the compiler yourself then I haven''t found a single *good* tutorial that covers everything. Most just talk about building a BSP tree, or how you can use portals to calculate visibility from one sector to another. There don''t seem to be any tutorials that go from start (.map) to finish (.bsp with PVS information).
If you want to write the compiler yourself then I haven''t found a single *good* tutorial that covers everything. Most just talk about building a BSP tree, or how you can use portals to calculate visibility from one sector to another. There don''t seem to be any tutorials that go from start (.map) to finish (.bsp with PVS information).
Here you go AP
Map compiling theory
Map to CSG with C++ source
map3bspc an open source map to BSP compiler for quake 3. Has a tech page with lots of explanation.
[edited by - Fidelio66 on April 29, 2004 6:31:36 AM]
Map compiling theory
Map to CSG with C++ source
map3bspc an open source map to BSP compiler for quake 3. Has a tech page with lots of explanation.
[edited by - Fidelio66 on April 29, 2004 6:31:36 AM]
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