Author Topic: New BSP/PB2 Package: bsp_pb2_build016a  (Read 2918 times)

jitspoe

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New BSP/PB2 Package: bsp_pb2_build016a
« on: October 25, 2006, 10:42:34 PM »
I've put together a new BSP Paintball2 package:

http://dpball.com/files/mapmaking/bsp_pb2_build016a.zip

Features:
- New version of BSP (0.95c)! (see http://www.bspquakeeditor.com/ for details)
- Re-did all the texture .wal's for more accurate lighting and better representation of the in-game textures.
- Default light values increased (since it seems a lot of maps have a problem being too dark with the default values).
- Values set for grass, sand, snow, barrel sides, etc. to take advantage of arghrad's phong shading feature (may cause MAX_PATCHES error on large maps, so set the values to 0 if you run into that problem).
- Set default paintball2 directory to c:\games\paintball2, since that's the default paintball2 install directory (follow the "INSTALLING (read this!).txt" if you install somewhere besides c:\bsp and have paintball2 installed somewhere besides c:\games\paintball2).

Let me know if there are any problems.

bug

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Re: New BSP/PB2 Package: bsp_pb2_build016a
« Reply #1 on: October 25, 2006, 10:43:50 PM »
Cool, I'll try it out. I knew someday I'd have to switch from worldcraft. Perhaps today is that day...

Eiii

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Re: New BSP/PB2 Package: bsp_pb2_build016a
« Reply #2 on: October 25, 2006, 11:59:12 PM »
Yay!

Playah

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Re: New BSP/PB2 Package: bsp_pb2_build016a
« Reply #3 on: October 27, 2006, 09:41:22 AM »
* Playah is looking forward to seeing some more good maps...even better ones?
Jits, you should add a link to this on the news page.

jitspoe

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Re: New BSP/PB2 Package: bsp_pb2_build016a
« Reply #4 on: October 27, 2006, 12:11:29 PM »
I'm going to let people test it and work any kinks out before I do a news update.  I already think I need to remove the phong shading on grass, sand, etc.  I had a memory allocation error when I tried to compile a medium sized map with it.

jitspoe

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Re: New BSP/PB2 Package: bsp_pb2_build016a
« Reply #5 on: November 01, 2006, 03:19:17 AM »
Update:

http://dpball.com/files/mapmaking/bsp_pb2_build016b.zip

- Removed phong shading default from grass/dirt/sand since it tended to make arghrad barf on outdoor areas.
- Tweaked a couple light textures.
- Included latest BSP build (.95d).

blaa

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Re: New BSP/PB2 Package: bsp_pb2_build016a
« Reply #6 on: November 01, 2006, 06:56:37 AM »
well, i tried mapping. But this excrement is not logical to me, at all. I can read building blueprints, i see 3D in my head (lol), but mapping is too hard. Me does not own a brain for mapping. Brainwork 0.

jitspoe

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Re: New BSP/PB2 Package: bsp_pb2_build016a
« Reply #7 on: November 01, 2006, 11:52:15 AM »
If you spent less than a week, then you didn't try.

blaa

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Re: New BSP/PB2 Package: bsp_pb2_build016a
« Reply #8 on: November 01, 2006, 01:57:07 PM »
i think I'm gonna use 3 map editors at the same time, because some functions seem easier to use on 1 program and some functions on another program.

Spook

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Re: New BSP/PB2 Package: bsp_pb2_build016a
« Reply #9 on: November 01, 2006, 03:36:00 PM »
I've spent a month so far making my excrementacular map, and maybe soon in will be done lmao

jitspoe

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Re: New BSP/PB2 Package: bsp_pb2_build016a
« Reply #10 on: November 01, 2006, 03:59:47 PM »
i think I'm gonna use 3 map editors at the same time, because some functions seem easier to use on 1 program and some functions on another program.
Fortunately BSP is being actively developed, so it has the potential to have all of the easiest functions.  Which functions do you find easier in non-bsp editors?

blaa

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Re: New BSP/PB2 Package: bsp_pb2_build016a
« Reply #11 on: November 02, 2006, 02:33:46 AM »
Like, maybe its really easy, but i am more of a do-and-remember not read-and-remember type, but i haven't found a place where i can create slopes :/.
More dumb questions coming soon.

jitspoe

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Re: New BSP/PB2 Package: bsp_pb2_build016a
« Reply #12 on: November 02, 2006, 02:57:42 AM »
Slopes are best done with the clipping planes.  Shift + right click to place points, then hit "c" to carve it.  There are also some buttons along the top related to clipping.  I need to put together a tutorial or something.  You can also just click on a vertex and drag it to make a brush edge angled instead of straight.

I tweaked the textures some more.  Most of the grass didn't come out very green, so I re-did them to make it easier to tell what is what (and also allow for some more accurate reflected light colors with rad).  I just kept the same zip name: http://dpball.com/files/mapmaking/bsp_pb2_build016b.zip

blaa

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Re: New BSP/PB2 Package: bsp_pb2_build016a
« Reply #13 on: November 02, 2006, 04:31:37 AM »
I dont think we need to have tutorials for every thing. I`ll just do and see what comes out ;)

Zorchenhimer

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Re: New BSP/PB2 Package: bsp_pb2_build016a
« Reply #14 on: November 02, 2006, 09:53:10 AM »
I dont think we need to have tutorials for every thing. I`ll just do and see what comes out ;)

but there are a lot of idiots out there that think they can make maps then spam the forums when something goes wrong