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polyfrag

Home-made BSP map editor

7 posts in this topic

I'm using the QuArK map editor with the q3map2 compiler to make my maps but it compiles really slow (over 4 minutes) when I compile the apartment complex map I'm working on (with building interiors).

I want to make my own BSP map editor and compiler. Are there any resources you can recommend? How should I go about doing this?

Particularly, how do I divide the world into clusters and portals like in Quake 3 BSP?

And how do I make it compile with maximum speed? I need to see how the map looks in the game when I make changes, that's why it has to compile fast.
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Doing your own editor (and compiler!) because compile takes over than 4 min? You must be joking.
Editor I could understand but... the compiler? Are you sure? Let me quickly summarize BSP history.
If you want to be able to modify live data, do not use BSP. Use AABB trees or everything else incremental.
But even this would take some effort. Hint brushes and areaportals can speed up computation quite a lot (I think 4x easily) so if you are not using them already those are your first step. Edited by Krohm
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Particularly, q3map2 was developed by some very clever and knowledgeable people (John Carmack of id, and Randy Reddig of Splash Damage).  If q3map2 is taking a long time to compile your maps you are very, very unlikely to improve on that with your own code.  Four minutes is a long time for a map - which stage is it slow in?  BSP, VIS, or lighting?

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you're modeling the whole place inside the square? in all details? (rooms, windows etc?)

wow

that's impressive and cool.

 

I just think the old school BSP tech might not be the best, it's not that well suited to render big amounts of polys (in case you're going outdoor).

 

will check out your zip when I'm at home :)

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