Author Topic: BSP suggestion  (Read 5599 times)

Wolf Man

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BSP suggestion
« on: August 27, 2006, 01:08:32 PM »
Jitspoe should edit the BSP editor a bit, he should make it so when objects spawn on doors, conveyors, trains, or anything else that moves, htat they should be pushed by them, the same with when they spawn on those things that catapult you. he should do this so you can make it so they can travel on conveyors and other platforms. He should als make it so models are affected by gravity and other entities like i mentoined above. You could really cool maps if those things are added to the BSP. People have been mentioning for Jits to do this in other topics in mapping and stuff.

Smokey

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Re: BSP suggestion
« Reply #1 on: August 27, 2006, 01:21:40 PM »
that wouldent be editing the editor, thats editing the map format.

Wolf Man

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Re: BSP suggestion
« Reply #2 on: August 27, 2006, 01:22:45 PM »
no, it would be editing the map entities, not the layout!

KnacK

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Re: BSP suggestion
« Reply #3 on: August 27, 2006, 03:00:10 PM »
no, it would be editing the map entities, not the layout!

right...... but that's still not editting bsp...

TinMan

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Re: BSP suggestion
« Reply #4 on: August 27, 2006, 03:12:52 PM »
Yeah...Knack and Smokey have got it 100% understood, Wolf Man, think about it a bit, it would be editing the map format, not the program used to make the map (BSP).

Wolf Man

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Re: BSP suggestion
« Reply #5 on: August 28, 2006, 05:30:06 PM »
You would have to change both because in the editor, it doesnt allow you to make guns, ammo, barrels, ect. or models, move unless theyre dropped by the player

TinMan

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Re: BSP suggestion
« Reply #6 on: August 28, 2006, 05:34:12 PM »
...is it just me, or did a post by Eiii just dissapear, and then a little convo about cows...?
And no Wolf Man, you would place the entetie on the moving platform and it would move with it, that would just be the map format.

Wolf Man

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Re: BSP suggestion
« Reply #7 on: August 28, 2006, 05:49:24 PM »
...is it just me, or did a post by Eiii just dissapear, and then a little convo about cows...?
And no Wolf Man, you would place the entetie on the moving platform and it would move with it, that would just be the map format.
No it wont, ive been trying to do that but it wont work! check out the post by soggywaffles in the mapping section, hes having the same issues!!!!

Cobo

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Re: BSP suggestion
« Reply #8 on: August 28, 2006, 06:04:15 PM »
God your stupid.

Wolf Man

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Re: BSP suggestion
« Reply #9 on: August 28, 2006, 06:05:13 PM »
entities that you collect dont move when spawned, they just stand still


your a pain in the a$$ anyway cobo

TinMan

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Re: BSP suggestion
« Reply #10 on: August 28, 2006, 06:11:23 PM »
...Wolf Man...the way this would be implemented would be to modify the map format so that placing items on moving areas made them move too, no duh it doesn't work now, the map format would have to be modified to make the items move. BSP wouldn't need to be modified at all.

Wolf Man

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Re: BSP suggestion
« Reply #11 on: August 28, 2006, 06:12:18 PM »
wutevuh, then just modify it all when the next build comes out

TinMan

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Re: BSP suggestion
« Reply #12 on: August 28, 2006, 06:15:35 PM »
If there is ever going to be a new map format, it will hopefully be Q2/Q3. And I'm pretty sure that this is supported in the Q3 format.

Wolf Man

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Re: BSP suggestion
« Reply #13 on: August 28, 2006, 06:17:12 PM »
Yopu make the levels on a quake editor so it probably is

TinMan

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Re: BSP suggestion
« Reply #14 on: August 28, 2006, 06:19:17 PM »
What do you mean by that? Radiant? You can make dpball maps using Radiant in Q2 mode.

Wolf Man

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Re: BSP suggestion
« Reply #15 on: August 28, 2006, 06:27:21 PM »
I meant since both quake and pb use the same editor that they would both be compatible

TinMan

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Re: BSP suggestion
« Reply #16 on: August 28, 2006, 06:32:53 PM »
dpball = quake2 mod (standalone with modified engine), uses the quake2 map format. if its do-able in quake2, you can most likely do it in dpball unless for if jitspoe has removed the feature (like the lazers), and dpball doesn't have Quake 3 map format compatability, but I'd really like to see it just so that more complex maps could be rendered better.

Wolf Man

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Re: BSP suggestion
« Reply #17 on: August 28, 2006, 06:37:59 PM »
or make it that biger maps take up less memory, like if the textures or some of the level isnt showing, then the comp doesnt have to overload on graphics it doesnt even see so it wouldnt slow down the game

Eiii

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Re: BSP suggestion
« Reply #18 on: August 28, 2006, 08:31:30 PM »
or make it that biger maps take up less memory, like if the textures or some of the level isnt showing, then the comp doesnt have to overload on graphics it doesnt even see so it wouldnt slow down the game

It's a breakthrough in rendering technology! You're a genius.

dpball = quake2 mod (standalone with modified engine), uses the quake2 map format. if its do-able in quake2, you can most likely do it in dpball unless for if jitspoe has removed the feature (like the lazers), and dpball doesn't have Quake 3 map format compatability, but I'd really like to see it just so that more complex maps could be rendered better.
It sounds more like you're talking about the quake3 engine than map format. Map format is just how it stores the map's data, the engine renders it.

TinMan

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Re: BSP suggestion
« Reply #19 on: August 28, 2006, 08:54:42 PM »
Eh, well wouldn't it require the engine to be improved to render the map as well?