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Scrap BSP!!!!!!!!!!!!!!!!!!!!!! #18749
10/28/03 06:30
10/28/03 06:30

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Anonymous OP
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I don't really like the BSP maps that game studio uses. You can't be very detailed with the maps without having glitches or what ever. I also really don't like the static shadows from "pixel land." Will BSPs ever be killed from 3DGS?

Re: Scrap BSP!!!!!!!!!!!!!!!!!!!!!! #18750
10/28/03 07:07
10/28/03 07:07
Joined: Jul 2000
Posts: 11,321
Virginia, USA
Dan Silverman Offline
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Dan Silverman  Offline
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Joined: Jul 2000
Posts: 11,321
Virginia, USA
While I believe it is Conitec's plan to eventually get rid of BSP, it won't have anything to do with the reasons you listed.

You can create very detailed levels with BSP and this without "glitches" at all. All BSP does is go through your level and determine what can and cannot be seen from any viewpoint and then uses that information to speed up rendering by turning off what cannot be seen.

The shadow "problem" you are experiencing also has nothing to do with BSP at all. It has to do with the textures you are using. Lightmaps are created based on your texture. If you have, for example, a texture scaled down by 0.5 or smaller, then the shadows will be much smoother as well.

I have two personal reasons to not like BSP:

1 - Slow build times
2 - No concave surfaces allowed

At least my reasons are legitimate reasons to want Conitec to replace BSP .


Professional 2D, 3D and Real-Time 3D Content Creation:
HyperGraph Studios
Re: Scrap BSP!!!!!!!!!!!!!!!!!!!!!! [Re: Dan Silverman] #18751
10/28/03 07:29
10/28/03 07:29
Joined: Mar 2001
Posts: 3,298
Beverly, Massachusetts
Rhuarc Offline
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Rhuarc  Offline
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Joined: Mar 2001
Posts: 3,298
Beverly, Massachusetts
Hear, hear!


I no longer post on these forums, keep in touch with me via:
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Re: Scrap BSP!!!!!!!!!!!!!!!!!!!!!! [Re: Rhuarc] #18752
10/28/03 07:38
10/28/03 07:38

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Anonymous OP
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Ok, I was wondering about that. ZzZzZzZz... *as he waits for the level to compile...*

10 minutes later... "Yay, its done!"

Re: Scrap BSP!!!!!!!!!!!!!!!!!!!!!! #18753
10/28/03 08:51
10/28/03 08:51
Joined: Jul 2000
Posts: 11,321
Virginia, USA
Dan Silverman Offline
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Dan Silverman  Offline
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Joined: Jul 2000
Posts: 11,321
Virginia, USA
10 minutes to compile? Must be a small level .


Professional 2D, 3D and Real-Time 3D Content Creation:
HyperGraph Studios
Re: Scrap BSP!!!!!!!!!!!!!!!!!!!!!! [Re: Dan Silverman] #18754
10/28/03 09:48
10/28/03 09:48
Joined: Jul 2001
Posts: 1,269
Hopewell Jct, NY
Yulor Offline
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Yulor  Offline
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Joined: Jul 2001
Posts: 1,269
Hopewell Jct, NY
right on!

Re: Scrap BSP!!!!!!!!!!!!!!!!!!!!!! [Re: Yulor] #18755
10/28/03 10:23
10/28/03 10:23
Joined: Jul 2002
Posts: 2,813
U.S.
Nadester Offline

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Nadester  Offline

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Posts: 2,813
U.S.
I don't mind either way, though a choice would be nice. I once did an outdoor level that took a little more than a week to compile! And it wasn't that great either. Tip: To save build times, divide your levels into map entities.


--Eric
Re: Scrap BSP!!!!!!!!!!!!!!!!!!!!!! [Re: Nadester] #18756
10/28/03 13:32
10/28/03 13:32

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Anonymous OP
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Yeah! It was a small Level. It was after I got ticked off at the amount of time it was taking to compile, so I got rid of a bunch of stuff and used models and entities for a lot of things.

Re: Scrap BSP!!!!!!!!!!!!!!!!!!!!!! #18757
10/28/03 15:27
10/28/03 15:27
Joined: Aug 2000
Posts: 7,490
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Orange Brat Offline

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Orange Brat  Offline

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Joined: Aug 2000
Posts: 7,490
If it is taking 10 minutes for a small level to compile then you might have Preview unchecked. Check it and see what happens.

I have a fairly detailed 6000 portal city level and it takes around 2 minutes with it checked. Unchecked takes 5-6 hours. Pentium 4 2.4GHz with 512RAM - A6

It's shaded with high quality lighting(using the new map compiler, there's actually not a preview box, only 2 sliders which reads visibility on/off and lighting high/low).


My User Contributions master list - my initial post links are down but scroll down page to find list to active links
Re: Scrap BSP!!!!!!!!!!!!!!!!!!!!!! [Re: Orange Brat] #18758
10/28/03 22:57
10/28/03 22:57
Joined: Jun 2003
Posts: 1,017
Germany
T
Thomas_Nitschke Offline
Senior Developer
Thomas_Nitschke  Offline
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Joined: Jun 2003
Posts: 1,017
Germany
Hi,
interesting. I've got an outdoor level (blockterrain owns ) with approximately 10 000 portals (!) building test map without having preview checked in ~3 minutes...
Well, most of the surfaces are flat shaded
But let's stick to the theme: I got the same reasons against bsp as Dan:
-It does not allow concave geometry (though I got a block in my level being displayed although the compiler sais it was concave )
-With shaded surfaces (my experience), the build times are horrible
-As far as I experienced, bsp does not even speed up fps! My level runs round about 5fps faster with d3d_nobsp = 1 set...

EDIT: Btw, just heard the doom3 Map-Editor doesn't even have a compiler because the shadows are all calculated in real-time! Now this would be the deluxe-version

Last edited by The Matrix; 10/28/03 22:59.

Formerly known as The Matrix - ICQ 170408644 I've been here for much longer than most people think. So where's my "Expert" status?
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