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WMB7 BSP
#352692
01/05/11 12:32
01/05/11 12:32
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Joined: Jul 2006
Posts: 783 London, UK
sheefo
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Hi. I was wondering if you could document the BSP data in the WMB7 file format. I am not asking for a BSP implementation or any trade secrets, just how to interpret the data for use with my BSP tree for a project I am working on which I hope will benefit many 3DGS users. I am using the "WMB7 Simple Level format" documented in the manual. The lists I am looking for are: bsp_leafs bsp_nodes aabb_hulls bsp_blocks pvs Thanks.
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Re: WMB7 BSP
[Re: jcl]
#353446
01/10/11 12:44
01/10/11 12:44
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Joined: Jul 2006
Posts: 783 London, UK
sheefo
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Thanks. I have a few other questions about the WMB7 file format. How are the number of lightmaps calculated? The code I use only works for lightmaps compiled at the highest setting.
DWORD dwNumLightmaps = header.lightmaps.length / (1024 * 1024 * 3);
Also, why was path.num_edges encoded like so? Took me a while to crack.
DWORD dwNumPoints = (DWORD)path.fNumPoints;
DWORD dwNumEdges = (path.num_edges - (dwNumPoints * 3)) / 2;
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Re: WMB7 BSP
[Re: jcl]
#354038
01/14/11 21:41
01/14/11 21:41
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Joined: Jul 2006
Posts: 783 London, UK
sheefo
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Thanks for the help so far. Just a few more questions. Is sequential reading of the WMB file recommended? I know that there are offsets specified in the header but for speed reasons I would prefer to read sequentially. This is the order I have discovered so far. I don't know what data legacy7 and legacy1 contain, but they are not empty. Would it be possible to tell me where the remaining structures fit in the sequence so in case they are not empty I can tell my parser to skip the length of those blocks?header legacy7 legacy1 blocks materials textures palettes lightmaps lightmaps_terrain bsp_leafs bsp_nodes aabb_hulls bsp_blocks pvs objects PS: Sorry for attempting to "rape" the WMB7 file format.
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Re: WMB7 BSP
[Re: sheefo]
#358337
02/10/11 20:18
02/10/11 20:18
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Joined: Jul 2006
Posts: 783 London, UK
sheefo
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Posts: 783
London, UK
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I was considering upgrading to the new A8 engine but I have a few questions regarding the implications this may have on my project. First off, will the file format currently used (WMB7) become obsolete? Will there be any changes in the A8 engine that I need to know about so my code can parse the newer WMB files generated by the A8 engine. Secondly, is PVS data still only avaliable for Pro version? Since I own A7 Comm I cannot use this data anyway. I really only need to know how the BSP data is stored so I can generate my own BSP tree for my project. Lastly, the question from my last post; Is sequential reading of the WMB file recommended? If so could you give me the order of the structures. Thank You Very Much! I look forward to upgrading to A8 very soon! PS: I hope you haven't forgotten about me 
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Re: WMB7 BSP
[Re: _cash_]
#363977
03/15/11 19:56
03/15/11 19:56
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Joined: Feb 2009
Posts: 2,154
Damocles_
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Joined: Feb 2009
Posts: 2,154
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according to the manual: The lightmaps list is just an array of quadratic lightmaps with 3 bytes per pixel (blue, green, red) and a size of 1024x1024 pixels each So when you can calcualte the offset, and retreive the lightmap-bytes from the WMB, you could tranfrom it into a 1024x1024 RGB Bitmap.
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