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4 replies to this topic

### #1thewideweb  Members

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.

### #2TerranFury  Members

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.

### #3Rudan  Members

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/

### #4Anonymous Poster_Anonymous Poster_*  Guests

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

### #5zeroping  Members

Posted 11 August 2001 - 10:38 AM