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TyrUtils V0.11
TyrUtils v0.11 has been released:

*Support BSP2 format (qbsp requires the "-bsp2" command line option)
*qbsp: Fix animating texture bug when brushes are textured with alt-animations
* qbsp: Fix a crash in tjunc calculations
* qbsp: Exit with error if verticies exceed 65535 (BSP29 limit)
* qbsp: Add experimental "-forcegoodtree" command line option (thanks Rebb)
* vis: reduce "leaf recursion" error to a warning and continue processing

Download from the utils page as usual (Win32 / OSX / source).
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Woop! 
Heh - I'm soon to have a gargantuan sandbox hull to test the BSP2 functionality >:) 
Hmm... Thats Great! 
Just can�t figure out how to run it under OSX... 
 
which bsp2 version is supported? 
 
Is there any chance you can add the following options to the qbsp.exe?
-q2map : Enable Q2 style map format
-group : Enable func_group parsing
 
 
@mfx: these are command line apps, so you need to run them from the terminal

@sock: func_group should already work (no command line option needed). I'll look into the Q2 map format - I think there's just some extra fields to ignore? 
 
@gb: I think it's known as the RMQ version. The one the Tronyn used for the "Wicked" maps. I implemented it using this guide
Tyrann 
some extra fields at the end are ignored and also the textures need to have paths stripped from them. dunno if there is anything else. 
Tyrann 
i know, but it happens nothing after prompting to vis and such... 
 
Doesn't only the RMQ engine support BSP2 format maps? 
5th 
FTE does it as well..? 
 
I think RMQ, FTE, Darkplaces and TyrQuake snapshots all support this BSP2 format. 
 
I think DirectQ, QuakeForge, and probably either Proquake or Qrack do as well.

Engines have moved to supporting both of the slightly different implementations - they can be told apart by looking at the BSP in a hex editor I think, one uses "BSP2" and the other uses "2PSB". 
 
Isn't http://svn.icculus.org/*checkout*/remakequake/engine/Experimental/BSP2Tools/BSP2%20for%20Engine%20Coders.txt the wrong one?

Wicked used the wrong one and was never fixed.

It would majorly suck to leave engine coders to have to support two versions, kind of like a nehahra thing. 
Well 
I'm still here. I am going to be using BSP2 for all remaining maps. Point me to a set of compilation tools that creates the correct version of BSP2 (and supporting engines), and I'll recompile Wicked and use those tools for future maps as well. 
 
Well damn, guess I'll need to implement the "other" bsp2 format as well. 
 
It would majorly suck to leave engine coders to have to support two versions, kind of like a nehahra thing.

Nah, not in this case. The differences are minor, mostly the magic string being 2PSB vs BSP2. This is not a big problem tbh, just be aware that not all engines support both versions.

FTE is an example engine that supports both, I believe DP and QF do as well. 
 
As you can see, Tyrann did implement one version, not both. Could you at least update the documentation so people following it end up with the final spec?

How many maps with the wrong format are out there? Can't they just be recompiled/edited to the new format and then we can forget about the old format forever? 
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