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Crypthor

Quake3 BSP

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Hi, i can''t find the normal explanation of quake3 bsp structure! I have one engine, but i''m going crazy of this tons of source codes. I need normal explanation with sources ( dreams, only dreams )! Or, may be i''m going wrong way: please help, so, i''m trying to write my own 3D Engine about 5 years, every time this project stops! You ask me the rison of this ? I STILL don''t know how to store levels, maps, objects etc. I found that quake3 bsp tree is good enough for that! Or i''m wrong ? Actually every body trying to write his own format. So, may be you can help me, what i need to do? It really killing me. ( Softly ) p.s. ( and may be there is some good people, and they help me with light maps building ??? ) Thank you ! Cr.

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Hi!

Maybe this URL will make your day (or night):

http://graphics.stanford.edu/%7Ekekoa/q3/

It's called "The Unofficial Q3 Map Specs" and together with that engine code you have, you should be able to figure this out.

I guess the number one problem for a lot of people is getting good and representative data in a viable format. I 'do' hope that you know a bit about BSPs and 3D engines ... otherwise a Q3 level viewer is going to be a pretty tough project.

Anyways, good luck

MK42

Edited by - MK42 on November 30, 2000 1:47:28 PM

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