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116 lines
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HTML
116 lines
4.5 KiB
HTML
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<title>Q3Radiant Editor Manual: Page 11.1</title>
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<link rel = "stylesheet" type = "text/css" href = "../styles/q3rad.css">
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</head>
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<body>
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<h1 class = "MsoTitle">Q3Radiant Editor Manual</h1>
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<hr>
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<h1><a name = "tools8">Tools 8: Compiling Maps</a></h1>
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To turn a map file from editor code into game code, it must be
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processed or "compiled". In Quake engine gaming, this is often
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referred to by the name "BSP", as in "I need to BSP my map before
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you can play it." The word "BSP" is actually an abbreviation
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for "binary space partition", the type of data organization
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procedure John Carmack used when creating the graphic engine for
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"DOOM".
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<p>The primary BSP process builds the game spaces,
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establishes the position of entities, and builds a lighting map of
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the arena. Altogether, there are four distinct processes that
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can be run together or separately. The first, the bsp process
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establishes the data organization of the map. The second phase, the
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vis process, builds the walls and internal spaces. The third
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process lights the map, calculating brightness and shadow and the
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color of the light that falls on every map surface. The fourth and
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final process is the Bot bsp, which creates the area (.aas) file
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that the bots use to navigate the map.
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<p>The size and complexity of a map and the computer's raw
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processing speed determine how long it will take a map to compile.
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Tiny one-room maps that lack detail or numerous lights will compile
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rapidly. As maps become larger, are broken up into more
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spaces and have more complex lighting, the speed of compile
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drops.
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<p>Generally speaking, if you have an older, slower processor, you
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may want to make very small maps.
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<p><div class = "subheading">The BSP Menu</div>
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The bsp menu contains a number of compile options. The process
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you choose will depend on what you are doing with the map at the
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time you choose to compile.
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<p><b>novis</b> - Only the bsp function is performed. Checks
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for map leaks. No light information is created, so the map is seen
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at "fullbright". Because there are no shadows to get in the
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way, this mode is also good for looking for overlapping brushes,
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and texture misalignment.
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<br><b>fastvis</b> - Performs a bsp and a quick version of the vis
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process. The entire world is made into a single bsp partition. It's
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fast, but when you look in a particular direction, you see every
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single detail in that direction. Nothing is blocked. A light map is
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created. This mode was used for space maps.
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<br><b>fullvis</b> - the world is subdivided and broken up
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into smaller chunks so you can see only what is logically in your
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view. A light map is created. This is what is used to check
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polygon-in-view counts. Combined with light extra, it is the final
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compile for all maps.
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<br><b>entities only</b> - When you add or subtract non-brush model
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entities from a map, use this compiler. It's very quick. If you
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change the brush components of a brush model entity (like a trigger
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or a door), you must do a compile that includes a vis stage (fast
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or full). If you are only changing the properties, an entities-only
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will do. However,, if a brush model entity also has a md3 model
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component, the map must be at least fastvis'd for that entity to
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appear in the map.
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<br><b>relight</b> - Use only if no geometry (or light emitting
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textures) have been changed. It will rebuild the light map with the
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new information.
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<br><b>(nocurves)</b> - This function is always a modifier to
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another bsp command. It does (or doesn't do) what it says. The map
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is compiled without curves.
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<br><b>(nowater)</b> - This function is always a modifier to another
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bsp command. The map is compiled without water, lava, or slime.
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<br><b>(no light)</b> - This function is always a modifier to
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another bsp command. No light map is generated. A fast way to check
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polycounts. Most often used in conjunction with the novis bsp
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command.
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<br><b>(-light extra)</b> - This function is always a modifier to
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another bsp command. A finer degree of subdivision is used to
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create a more detailed light map. This is generally only done when
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the lighting is going through a final fine-tuning because it takes
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a long time. Instead of being calculated in 16 unit increments, the
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light is calculated in 8 unit increments. This has no effect on
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final map size, only on the time needed to compile.
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<p align = "center"><a href = "../ch10/pg10_1.htm">Back</a> | <a href = "../index.htm">Home</a> | <a href = "../ch12/pg12_1.htm">Next</a>
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</body>
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</html>
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