Thank you.
Adding SBSP in other maps?
Adding SBSP in other maps?
hi all.i was just wondering is there a way to add second sbsp to a map.for example to add the bloodgulch's sbsp in the UI map , but to keep the old UI sbsp ? :)Btw Also i dont want to use ce 
Thank you.
Thank you.
Sig over height limit.
- DeadHamster
- Posts: 2289
- Joined: Thu Feb 15, 2007 9:38 pm
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You have to use CE for this, because your not on a mac unless I'm mistaken one easy way to do this is to export it as an OBJ file using sparkedit, then making a piece of scenery with that as a model, put it into the map and convert it to PC.
This is also nice cause you can edit what the map looks like, or take parts and pieces from seperate maps and put them all together.
and the UI.map doesnt have any BSP, or any map.
This is also nice cause you can edit what the map looks like, or take parts and pieces from seperate maps and put them all together.
and the UI.map doesnt have any BSP, or any map.
- DeadHamster
- Posts: 2289
- Joined: Thu Feb 15, 2007 9:38 pm
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- DeadHamster
- Posts: 2289
- Joined: Thu Feb 15, 2007 9:38 pm
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thats because its not a bsp like what you think of a level a bsp is Binary space partitioning it does not have to havea model <_< to be a bspDeadHamster wrote:It might be a tag, but theres nothing in it. Open it in sparkedit, mac has one now right? And look. All there is in it is a piece of scenery, there's no BSP, theres no "level" to it, like if you open bloodgulch you can see the map, there's nothing for the UI.map
BSP = binary space partition. Correct.
What a binary space partition actually means:
Slicing a 3D model into simple convex shapes, and storing that in a binary tree. It comes in handy for rendering complex shapes quickly, and also for quick collision detection (only testing within a small section rather than against the entire shape). So basically, the importance of having a bsp is it having a model. It's just fancier and takes a lot longer to generate.
The only reason for ui.map having a bsp is probably because it's treating ui.map as an actual playable map without any characters and lots of screen interfaces. Same goes for scnr. The bsp is basically empty.
What a binary space partition actually means:
Slicing a 3D model into simple convex shapes, and storing that in a binary tree. It comes in handy for rendering complex shapes quickly, and also for quick collision detection (only testing within a small section rather than against the entire shape). So basically, the importance of having a bsp is it having a model. It's just fancier and takes a lot longer to generate.
The only reason for ui.map having a bsp is probably because it's treating ui.map as an actual playable map without any characters and lots of screen interfaces. Same goes for scnr. The bsp is basically empty.
First off, **** the UI BSP, just give blood gulch the ui sky and voila.
Second off, yes it's possible, conure has done a MP>UI BSP conversion (infinity i think, mb?)
So do that.
And he wrote a tut on rebuilding into UI.map, so maybe it's like a BSP conversion from there (could be wrong), it's over at HPC
Second off, yes it's possible, conure has done a MP>UI BSP conversion (infinity i think, mb?)
So do that.
And he wrote a tut on rebuilding into UI.map, so maybe it's like a BSP conversion from there (could be wrong), it's over at HPC

conure says: or i could jsut incase my shoes in papar mache, followed by my dog
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- Cryticfarm
- Posts: 3611
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Not sure if i'm understanding correctly the original question, but yes you can combine BSP's into the same map. I have a version of boarding action with longest BSP as an interior section of each ship. You have to use CE first to build it.
http://www.customcrysis.com Crysis mapping / modding site under development.


