The name of the prog I''m using is MapCon, and I didn''t write it, give credit to Luke Hodorowicz (hodorl@rpi.edu), mail me if you want to have the prog. Unfortunately it won''t work if you have any entities in your .map, I surpassed that by writing a prog which seperated the .map file into a geometry-file and an entity-file.
.map file format
Heh, I started 3 months ago on a engine to read .map files.. (cause file format is not yet done being developed)
Here is what I learned..
The map format can be used for small things noting large..
Draw Backs:
1) You have to Z sort the polygons yourself.... (Open Gl And Direct 3d have these functions but they are slow)
2) You have to collision test all the polygons.. (which means if you have a level of 2000 brushs you have to compute 2000 diffrent collisions per move)
3) No back surface culling! If the surface can''t been seen in BSP.. it is not included in the final file. (You have compile your own back surrface culling.
As evil as BSP is it has I have lots of advantages..
Here is what I learned..
The map format can be used for small things noting large..
Draw Backs:
1) You have to Z sort the polygons yourself.... (Open Gl And Direct 3d have these functions but they are slow)
2) You have to collision test all the polygons.. (which means if you have a level of 2000 brushs you have to compute 2000 diffrent collisions per move)
3) No back surface culling! If the surface can''t been seen in BSP.. it is not included in the final file. (You have compile your own back surrface culling.
As evil as BSP is it has I have lots of advantages..
------------------------------------------------------------I wrote the best video game ever, then I woke up...
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