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Tsukasa

BSP (Q2) - the "subdivide" parameter

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hi i''m trying to make some modifications in the Q2 engine. I''m working for a project that needs maps with big rooms. i know there is a parameter in the BSP format that cut every plane bigger than 240x240, in smaller planes with a size of 224x224, influenced by the texture scale value. So this method increase the number of polygons, and the r_speeds value but i don''t understand WHY are the planes subdivided by 240... is it faster to recalculate polygones ingame ? sombody told me that these subdivisions are done just because the software engine need it, but i''m not sure this is the only reason... and why is it limited by 240 ? I can reduce it but i cant increase it... the map is compiled but doesnt work ingame... if anybody got some information about that, i''m listening to him...

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