Author Topic: Guide: General BSP stuff I  (Read 113883 times)

Leg1t

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Re: BSP Editing Tips, aka "How to make a map."
« Reply #120 on: June 14, 2011, 07:41:05 PM »
Ok i did the 2 team fla setup but it says connot make another world entity wtf?

Narga

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Re: BSP Editing Tips, aka "How to make a map."
« Reply #121 on: June 14, 2011, 09:23:44 PM »
Ok i did the 2 team fla setup but it says connot make another world entity wtf?

This is because you added another world entity by mistake. To add a key/value, press the plus symbol, then OK. Don't click "make entity".

To delete a key/value, click on it and press the minus symbol.

Rockyar_96

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Re: BSP Editing Tips, aka "How to make a map."
« Reply #122 on: June 21, 2011, 01:00:09 PM »
I want to test the way to escape from the jail in my map. In order to do that I need to be eliminated. The only way for me to be eliminated is if I can add bots to the game and get out of warm up mode. I can increase max clients. But it says I need to wait for next level. In order for me to get to the next level, I need to get eliminated. Is there a server command to go to next round?
To add a bot just simply type addbot "botname" (u dont need the botname value, then the bots will be ACEBot_1...) in the console To start a new map/new level type newmap "mapname" in the console.

Narga

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Re: BSP Editing Tips, aka "How to make a map."
« Reply #123 on: June 22, 2011, 05:10:26 PM »
When my map is finished, do I have to use the VIS/RAD?

Can I just skip all of the compilers and use only Final Compile (high quality).


ViciouZ

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Re: BSP Editing Tips, aka "How to make a map."
« Reply #124 on: June 22, 2011, 05:38:47 PM »
When my map is finished, do I have to use the VIS/RAD?

Can I just skip all of the compilers and use only Final Compile (high quality).

There are 3 steps to compiling a map - BSP, which removes excess surfaces and creates the basic map file, VIS which determines visibility data, and RAD which handles lighting. Each step is dependent on the last. Final compile is just another way of saying QBSP VIS RAD, except the VIS and RAD have slightly higher settings - so yes you can.

Narga

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Re: BSP Editing Tips, aka "How to make a map."
« Reply #125 on: June 22, 2011, 06:01:13 PM »
except the VIS and RAD have slightly higher settings

Does that mean that doing QBSP and VIS/RAD individualy has higher quality than Final Compile (high quality)?

ViciouZ

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Re: BSP Editing Tips, aka "How to make a map."
« Reply #126 on: June 22, 2011, 07:45:50 PM »
No.

hackedplayer

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Re: BSP Editing Tips, aka "How to make a map."
« Reply #127 on: July 22, 2011, 06:05:51 PM »
when I compile one of my maps, It says memory allocation error at ...9 part. My map has crappy detail but opened spaced. Do I need a better RAM or something because my computer is crap.

Chef-Killer

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Re: BSP Editing Tips, aka "How to make a map."
« Reply #128 on: July 23, 2011, 03:09:11 AM »
If you used the high quality final compile, try the regular final compile instead.

Could you post the complete export repot and upload the map file if that doesn't help?

Leg1t

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Re: BSP Editing Tips, aka "How to make a map."
« Reply #129 on: September 18, 2011, 12:51:54 PM »
how do u put music in the map?

Narga

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Re: BSP Editing Tips, aka "How to make a map."
« Reply #130 on: October 23, 2011, 10:02:39 AM »
Does anyone develop BSP anymore or do we have to pray that the new versions of OSs are compatible with it?

ViciouZ

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Re: BSP Editing Tips, aka "How to make a map."
« Reply #131 on: October 23, 2011, 11:09:46 AM »
Does anyone develop BSP anymore or do we have to pray that the new versions of OSs are compatible with it?

The source code is available, if it suddenly dies with windows 8 or something, me or T3RR0R15T will probably try and fix it. OTB host a slightly updated version (compared to the paintball BSP pack) with an installer package on their website somewhere.

T3RR0R15T

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Re: BSP Editing Tips, aka "How to make a map."
« Reply #132 on: October 23, 2011, 11:10:40 AM »
All actual windows versions are compatible. We will see it, if a new one is out, but i don't think it stops working soon.


I've made a few changes to viciouz tweaked version and added an installer:

Newest Version of BSP (Map Editor)

Install it everywhere you want. You only need to change the path to the paintball folder (if it is not the default one) in the file "...\BSP\pfad.txt"

Narga

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Re: BSP Editing Tips, aka "How to make a map."
« Reply #133 on: October 23, 2011, 02:05:03 PM »
All actual windows versions are compatible. We will see it, if a new one is out, but i don't think it stops working soon.


I've made a few changes to viciouz tweaked version and added an installer:

Newest Version of BSP (Map Editor)

Install it everywhere you want. You only need to change the path to the paintball folder (if it is not the default one) in the file "...\BSP\pfad.txt"

Is there an upgrade version or do I have to uninstall my old version and install the new one?

T3RR0R15T

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Re: BSP Editing Tips, aka "How to make a map."
« Reply #134 on: October 23, 2011, 02:32:28 PM »
You can install it over your existing one.

Narga

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Re: BSP Editing Tips, aka "How to make a map."
« Reply #135 on: October 23, 2011, 07:56:43 PM »
All actual windows versions are compatible. We will see it, if a new one is out, but i don't think it stops working soon.


I've made a few changes to viciouz tweaked version and added an installer:

Newest Version of BSP (Map Editor)

Install it everywhere you want. You only need to change the path to the paintball folder (if it is not the default one) in the file "...\BSP\pfad.txt"

My antivirus program isn't too fond with it.

when I compile one of my maps, It says memory allocation error at ...9 part. My map has crappy detail but opened spaced. Do I need a better RAM or something because my computer is crap.

Are there any leaks? The compiler has a hard time compiling open maps, try placing obstacles or VIS blockers. You can read this for more info:  http://dplogin.com/forums/index.php?topic=11297.0

What to hint brushes do?

hackedplayer

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Re: BSP Editing Tips, aka "How to make a map."
« Reply #136 on: January 20, 2012, 09:11:27 PM »
I have a little problem  here. I am making a trench-ish map which is day time of course but I need to know how to make the sunshine thing. I've seen some other .map files with the light entity and say sun and whatever. Can you teach me how it works? BTW, I've made 3 medium/little glitchy night time maps. :-\

Chef-Killer

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Re: BSP Editing Tips, aka "How to make a map."
« Reply #137 on: January 21, 2012, 06:10:30 AM »
Add "sky" "###", "_sun_angle" "# #", "_sun_diffuse" "#", "_sun_ambient" "#" and "_sun_light" "#" to the worldspawn.

These dafault settings work well with the riverscape1 sky:
"sky" "riverscape1"
"_sun_angle" "200 -30"
"_sun_diffuse" "60"
"_sun_ambient" "30"
"_sun_light" "250"

Other sky names are:
unit1_ = Orange sunset sky (change angle to "_sun_angle" "72 -25")
pbsky1 = cloudy sky (change angle to something like "_sun_angle" "198 -65")
pbsky2 = sky with sun (change angle to something like "_sun_angle" "150 -34")
pbsky3 = starry sky (change angle to something like "_sun_angle" "85 -38")
pbsky4 = bright sunrise by hills (change angle to something like "_sun_angle" "90 -30")
arctic1 = snowy mountains and ocean (change angle to something like "_sun_angle" "35 -30")
sand = desert (change angle to something like "_sun_angle" "228 -40")
(or any other skies in your "\pball\env" folder)

To find the optimal sun angle for your map, you can also put your crosshair on the sun, then type "angles" in the console, and it will tell you what angles to use for the sun.

Make sure to run a final compile. Otherwise the sun lighting doesn't work (well)!

http://www.digitalpaint.org/testwiki1/pb2wiki.php?word=entities
« Last Edit: March 06, 2013, 05:37:37 AM by Chef-Killer »

Narga

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Re: BSP Editing Tips, aka "How to make a map."
« Reply #138 on: February 29, 2012, 03:17:27 PM »
Is it possible to port maps from PB2 to Quake 2 and vise versa?

Can I get a version of BSP that works with Quake 2?

This8

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Re: BSP Editing Tips, aka "How to make a map."
« Reply #139 on: June 18, 2012, 11:44:45 AM »
if anyone reads this can you please tell me how to make curved walls and thiner ones the walls i make are really thick and that is a thin as i can get them