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BSP Maps - Should We Use Them? #482013
12/05/20 23:50
12/05/20 23:50
Joined: May 2005
Posts: 871
Chicago, IL
Dooley Offline OP
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Dooley  Offline OP
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Joined: May 2005
Posts: 871
Chicago, IL
A long time ago, I stopped using the WED BSP mapping tools, and opted to make my maps with models. I felt like I had more control over things that way, and I think I had read somewhere that models were faster in the rendering pipeline. However, I started roughing out a level in WED recently, and I forgot how much I enjoyed working with it.

Is there any disadvantage I should know about using this before I go too far with it?

Re: BSP Maps - Should We Use Them? [Re: Dooley] #482014
12/05/20 23:57
12/05/20 23:57
Joined: Apr 2002
Posts: 1,246
ny
jumpman Offline
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jumpman  Offline
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Joined: Apr 2002
Posts: 1,246
ny
The only time BSP's gave me trouble was doing a stress test with a crazy amount of square blocks.....all with lightmaps ON, which gave me Out of Memory errors and an aborted build.

Once I turned lightmaps off, the level compiled fine and ran fine, which then you just have to deal with just monitoring how many triangles the BSP blocks add just like models.

I prefer level blocks when it comes to quickly creating large blocks or areas that need texture repetition, like a big building, a big wall, or a large floor. I dont want to have to unwrap a 3d model every time I want to create a new large surface. Also, blocks do not add to the entity count.

Re: BSP Maps - Should We Use Them? [Re: jumpman] #482015
12/06/20 00:05
12/06/20 00:05
Joined: May 2005
Posts: 871
Chicago, IL
Dooley Offline OP
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Dooley  Offline OP
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Joined: May 2005
Posts: 871
Chicago, IL
One of the big issues I had was I could never get specular/bump mapping to work on BSP blocks (I don't know a better name for these, but let me know if there is one) but I wanted my environments to have that look. I believe it is possible, so I am having another look at this.


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