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Loading Quake III Levels


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#1 thewideweb   Members   -  Reputation: 122

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Posted 08 August 2001 - 02:35 PM

I have just finished learning how to load in terrain from the opengl game proramming book. I have the quake level editor and I was wondering how hard it is and how I should go abut loading these levels into my own games. I really don''t care about collision detection now just want to load them in. Any help/suggestions/tutorials would be greatly appreciated.

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#2 TerranFury   Members   -  Reputation: 142

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Posted 08 August 2001 - 03:33 PM

If you want to load *.bsp files, there''s an article somewhere at www.flipcode.com . Search that site.

If you want to load *.map, files, open one up in notepad to see the format. Each brush is defined as the convex space contained within n planes. Within each brush block, there will be n lines of text (1 for each plane) each of which has three vertices, which define that plane. You''d have to calculate the convex polygons formed in that manner, and then tesselate them into triangles.

#3 Rudan   Members   -  Reputation: 158

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Posted 09 August 2001 - 03:58 AM

I think the article on flipcode is about quake 2. Althrough Q2 and Q3 bsp files are similiar they are not exactly the same. Check out http://graphics.stanford.edu/~kekoa/q3/


#4 Anonymous Poster_Anonymous Poster_*   Guests   -  Reputation:

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Posted 09 August 2001 - 05:28 AM

There is code to convert Quake3 bsp files here http://jratcliff.flipcode.com/ and here http://nate.scuzzy.net/programming/tools/bspconv

Nate


#5 zeroping   Members   -  Reputation: 122

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Posted 11 August 2001 - 10:38 AM

loading quake3 levels is very difficult because of shaders and bezier patches. bezier patches are not that difficult but shaders are a bitch because u have to rewrite every thing that loads textures. try loading quake1 bsps first and work your way up




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