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Why Not Use Q3 Bsp For Q1 Sp
It's possible to load q3 bsp in darkplaces, and play the normal quake game.
I dont think anyone have used this possibility (zombie had tried, but didnt release afaik)

IMHO its a good way to overcome quake map/compiler limits and bring advanced graphics to q1. And darkplaces is pretty stable and powerfull engine that can be tuned to run pretty fast even on old cards (like GF1)
Why not?
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Yeah 
But there's the SP / MP difference to consider. 
The What? Elaborate 
 
 
I'm guessing he means that flickering, strobing or pulsing lights are very atmospheric in a SP game, but in a bright, fast MP game like Q3 they are at best unnecessary and at worst annoying :E 
 
that is true, but when we talk about using q3bsp for q1 SP, the lack of lightstyles is a minus point. 
 
eep, double post, but:

we did some talking about this internally, and it seems q2bsp would be a better candidate to base a new bsp format for Quake on.

Surface flags, for one.

q2bsp is also technically similar to q1bsp, I hear.

So theoretically, you could take q2bsp and add patches from q3bsp. I think. I'm no expert on these things.

Of course anyone could simply go and map for a newer game, where features like these are a given. If you want Quake monsters and weapons, you can still finish Shambler's Castle and use idtech4. The Doom3 Hell maps (the ROE Hell themed MP maps as well) are more Quakeish than Quake, I think.

Why reinvent the wheel. Maybe Quake is just too old. 
I Wish Quake Could Use The Q3 Bsp 
If it were possible to use the actual bsp part from Q3 with Quake maps that would be incredible. I have both a Q3Arena map and a Quake map in progress and the difference between the two with respect to how the brushes get chopped up is ridiculous. I'm pretty sure the quake map r_speeds would get reduced to 1/3 or less if BSPed like Q3. 
 
well, from what i understand, isn't this what darkplaces does? it can load a q3bsp map file with q1 progs and such. 
 
Yeah, I think so. Try Darkplaces or FTE. 
 
 
This is a pretty good find Spirit, thanks for the link.

So "no light styles" isn't strictly true. Hmm. 
 
as dp only has basic shader support, i guess these aren't supported? 
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