Loading Quake III Levels

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3 comments, last by thewideweb 22 years, 8 months ago
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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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.
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/
-----------------------------Reporter: Are they slow-moving, chief?Sheriff: Yeah, they're dead. They're all messed up.-Night of the living dead
There is code to convert Quake3 bsp files here http://jratcliff.flipcode.com/ and here http://nate.scuzzy.net/programming/tools/bspconv

Nate
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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