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[HELP] BSP Loading Error

Started by May 20, 2003 09:08 AM
15 comments, last by Jeff_Mash 21 years, 9 months ago
Hey guys.....first time poster here. I''m working with the "Quake 3 BSP Loader" tutorial (located on GameTutorials.com), which loads an included BSP without problems. What I want to do is create a new BSP file from a MAP file and load it into the program to "fly-thru" it with my camera. That''s it! However, I created a new, simple MAP file in Valve Hammer/WorldCraft, converted it to BSP, and that gives me serious errors when I try to load it in the VC++ code. It seems that when I read in the lump information for textures, I get a high number like "705" when I really only have 3 textures on my faces. Any ideas why this number is coming in? It''s almost like the way the BSP was compiled was messed up, but I didn''t get any errors. In fact, here is the output from Valve Hammer: ** Executing... ** Command: Change Directory ** Parameters: ** Executing... ** Command: Copy File ** Parameters: "C:\Program Files\Valve Hammer Editor\maps\JEFF.map" "C:\Program Files\Valve Hammer Editor\maps\JEFF.map" ** Executing... ** Command: C:\PROGRA~1\VALVEH~1\tools\qcsg.exe ** Parameters: "C:\Program Files\Valve Hammer Editor\maps\JEFF" qcsg.exe v2.8 (Jan 31 2000) ---- qcsg ---- entering C:\Program Files\Valve Hammer Editor\maps\JEFF.map CreateBrush: 0...1...2...3...4...5...6...7...8...9... (0) CSGBrush: 0...1...2...3...4...5...6...7...8...9... (0) Using WAD File: \downloads\worldcraft\clamtex\clamtex.wad 0 seconds elapsed ** Executing... ** Command: C:\PROGRA~1\VALVEH~1\tools\qbsp2.exe ** Parameters: "C:\Program Files\Valve Hammer Editor\maps\JEFF" qbsp2.exe v2.2 (Dec 28 1998) ---- qbsp2 ---- writing C:\Program Files\Valve Hammer Editor\maps\JEFF.prt 0 seconds elapsed ** Executing... ** Command: C:\PROGRA~1\VALVEH~1\tools\vis.exe ** Parameters: -fast "C:\Program Files\Valve Hammer Editor\maps\JEFF" vis.exe v1.3 (Dec 30 1998) ---- vis ---- fastvis = true 1 thread(s) 5 portalleafs 4 numportals BasePortalVis: 0...1...2...3...5...6...7...8... (0) average leafs visible: 4 visdatasize:5 compressed from 5 0.0 seconds elapsed ** Executing... ** Command: C:\PROGRA~1\VALVEH~1\tools\qrad.exe ** Parameters: -extra "C:\Program Files\Valve Hammer Editor\maps\JEFF" qrad.exe v 1.5 (Apr 6 2000) ----- Radiosity ---- 1 threads [Reading texlights from ''C:\PROGRA~1\VALVEH~1\tools\lights.rad''] [1 texlights parsed from ''C:\PROGRA~1\VALVEH~1\tools\lights.rad''] 90 faces 19512 square feet [2809856.00 square inches] 952 patches after subdivision 1 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9... (6) visibility matrix: 0.1 megs BuildVisLeafs: 0...2...4...6...8... (0) MakeScales: 0...1...2...3...4...5...6...7...8...9... (1) transfer lists: 1.6 megs SwapTransfersTask: 0...1...2...3...4...5...6...7...8...9... (0) GatherLight: 0...1...2...3...4...5...6...7...8...9... (0) Bounce #1 added RGB(0, 0, 0) FinalLightFace: 0...1...2...3...4...5...6...7...8...9... (0) Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 1/400 64/25600 ( 0.3%) planes 164/32767 3280/655340 ( 0.5%) vertexes 116/65535 1392/786420 ( 0.2%) nodes 22/32767 528/786408 ( 0.1%) texinfos 14/8192 560/327680 ( 0.2%) faces 90/65535 1800/1310700 ( 0.1%) clipnodes 90/32767 720/262136 ( 0.3%) leaves 6/8192 168/229376 ( 0.1%) marksurfaces 94/65535 188/131070 ( 0.1%) surfedges 408/512000 1632/2048000 ( 0.1%) edges 205/256000 820/1024000 ( 0.1%) texdata [variable] 136/2097152 ( 0.0%) lightdata [variable] 39162/2097152 ( 1.9%) visdata [variable] 5/2097152 ( 0.0%) entdata [variable] 386/131072 ( 0.3%) === Total BSP file data space used: 50841 bytes === 7 seconds elapsed All I want to do is load a MAP into my project. If any of you have any code snippets or a better way to do this, please let me know. Sorry for the long post.....anyone have any ideas? If you need to see the source code for the project, I didn''t change anything from the tutorial, so you can find it here: http://www.gametutorials.com/download/OpenGL/BSPLoader_OGL.zip Please let me know what you think. I''m a newbie and I have a low IQ. Keep smiling, Jeff Mash Keep smiling, Jeff Mash, FOunder and Editor MyJokeMail.com - Jokes and Humor http://MyJokeMail.com
Keep smiling,Jeff Mash, FOunder and EditorMyJokeMail.com - Jokes and Humorhttp://MyJokeMail.com
Valve BSP != Q3 BSP
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Use Q3Radiant to generate ur BSP www.q3radiant.com

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Thanks for the responses. I had looked at QERadiant last week (albeit briefly) and the UI didn''t seem as friendly as Worldcraft.

Let me ask you, as a matter of personal preference....when designing an engine from scratch, would you design your environment in a 3D Studio Max type of program, or a QERadiant program?

I think what I want to aim for right now is an outside environment with different entities scattered around (trees, buildings, etc), like Everquest. I was thinking of creating a skybox with perhaps a .RAW heightmap for the terrain. Do you think this is a good approach?

I''m just looking for your personal opinions at this point, so I hope everyone can contribute to this newbie question.

Keep smiling,

Jeff Mash, Founder and Editor
MyJokeMail.com - Jokes and Humor
http://MyJokeMail.com
Keep smiling,Jeff Mash, FOunder and EditorMyJokeMail.com - Jokes and Humorhttp://MyJokeMail.com
All BSPs are based on the same theorys(google BSP). But the way they are loaded are a bit diffrent for each. If your trying to load a half-life BSP google half-life source and dl that, you''ll find lotz clues if not the hole engine in there. q3radient should work for q3 bsps but for some reason ive had problems getting it to start. You can get it at ftp.idsoftware.com
--------------------------Nukemmsn: nukem996@hotmail.comaim: nukem996open source open mind
Nukem,

Thanks for the reply. Now what if someone does not want to use the existing HL or Q3 engines? What if you just want to create a massive outside environment? Do you think that creating a large skybox with a .RAW heightmap is an efficient way of accomplishing this?

I guess I''d like to know if that is the best approach to achieve the scenario above. And if so, which programs do you prefer (again, personal preference, not the be all end all) to making this outside environment.

Keep smiling,

Jeff Mash, Founder and Editor
MyJokeMail.com - Jokes and Humor
http://MyJokeMail.com
Keep smiling,Jeff Mash, FOunder and EditorMyJokeMail.com - Jokes and Humorhttp://MyJokeMail.com
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Try to describe a bit more of what kind of world you want, and how big...

If you want a huge outside terrain, just simple brute force won''t work on it''s own. You will need to implement chunked LOD, or Geomipmapping, or something similar...

They are the best, most hardware friendly techniques up-to-date..
quote:
Original post by James Trotter
Try to describe a bit more of what kind of world you want, and how big...

If you want a huge outside terrain, just simple brute force won''t work on it''s own. You will need to implement chunked LOD, or Geomipmapping, or something similar...

They are the best, most hardware friendly techniques up-to-date..


Hi James...thanks for responding. To answer your question, I think for right now, I would like to have a larger outside terrain (as opposed to smaller inside terrains like quake).

Right now, my terrain would consist mostly of smaller hills, a skybox, and outside entities (like trees, rocks, occassional huts, etc).

I think what I would like to have is a bunch of medium-to-large size worlds, which one would have the option to portal to the desired world of their choice.

So if it were you, you''d look into geomipmapping? Being a newbie with a low IQ (hehe), I''m not too familiar with chunked LOD. If you could give a topical explanation, I''d kiss the ground you walk on. If not, then I''ll just research more on that specific topic.

Keep smiling,

Jeff Mash, Founder and Editor
MyJokeMail.com - Jokes and Humor
http://MyJokeMail.com
Keep smiling,Jeff Mash, FOunder and EditorMyJokeMail.com - Jokes and Humorhttp://MyJokeMail.com
What kind of optimizations do modern games ( Everquest for example, all those outdoor rpgs ... ) use to optimize rendering? Are they all using octtrees combined with the techniques mentioned above?
Well, a good thing to do when creating a terrain engine, and you don''t have alot of experience with it is:

1. Create a brute force renderer...
2. Implement quadtrees
3. Do frustum culling with quatrees
4. Do Geomipmapping (This is much simpler then chunked LOD)...
5. if necessary, do chunked LOD after this... (Much better than Geomipmapping for larger worlds...)

Or something like that...

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