mirror of
https://github.com/UberGames/GtkRadiant.git
synced 2024-11-25 13:21:47 +00:00
8037810110
git-svn-id: svn://svn.icculus.org/gtkradiant/GtkRadiant/branches/ZeroRadiant@177 8a3a26a2-13c4-0310-b231-cf6edde360e5
116 lines
No EOL
4.5 KiB
HTML
116 lines
No EOL
4.5 KiB
HTML
<html>
|
|
<head>
|
|
<title>Q3Radiant Editor Manual: Page 11.1</title>
|
|
<link rel = "stylesheet" type = "text/css" href = "../styles/q3rad.css">
|
|
</head>
|
|
<body>
|
|
<h1 class = "MsoTitle">Q3Radiant Editor Manual</h1>
|
|
<hr>
|
|
<h1><a name = "tools8">Tools 8: Compiling Maps</a></h1>
|
|
|
|
To turn a map file from editor code into game code, it must be
|
|
processed or "compiled". In Quake engine gaming, this is often
|
|
referred to by the name "BSP", as in "I need to BSP my map before
|
|
you can play it." The word "BSP" is actually an abbreviation
|
|
for "binary space partition", the type of data organization
|
|
procedure John Carmack used when creating the graphic engine for
|
|
"DOOM".
|
|
|
|
<p>The primary BSP process builds the game spaces,
|
|
establishes the position of entities, and builds a lighting map of
|
|
the arena. Altogether, there are four distinct processes that
|
|
can be run together or separately. The first, the bsp process
|
|
establishes the data organization of the map. The second phase, the
|
|
vis process, builds the walls and internal spaces. The third
|
|
process lights the map, calculating brightness and shadow and the
|
|
color of the light that falls on every map surface. The fourth and
|
|
final process is the Bot bsp, which creates the area (.aas) file
|
|
that the bots use to navigate the map.
|
|
|
|
<p>The size and complexity of a map and the computer's raw
|
|
processing speed determine how long it will take a map to compile.
|
|
Tiny one-room maps that lack detail or numerous lights will compile
|
|
rapidly. As maps become larger, are broken up into more
|
|
spaces and have more complex lighting, the speed of compile
|
|
drops.
|
|
|
|
<p>Generally speaking, if you have an older, slower processor, you
|
|
may want to make very small maps.
|
|
|
|
<p><div class = "subheading">The BSP Menu</div>
|
|
|
|
The bsp menu contains a number of compile options. The process
|
|
you choose will depend on what you are doing with the map at the
|
|
time you choose to compile.
|
|
|
|
<p><b>novis</b> - Only the bsp function is performed. Checks
|
|
for map leaks. No light information is created, so the map is seen
|
|
at "fullbright". Because there are no shadows to get in the
|
|
way, this mode is also good for looking for overlapping brushes,
|
|
and texture misalignment.
|
|
|
|
|
|
|
|
<br><b>fastvis</b> - Performs a bsp and a quick version of the vis
|
|
process. The entire world is made into a single bsp partition. It's
|
|
fast, but when you look in a particular direction, you see every
|
|
single detail in that direction. Nothing is blocked. A light map is
|
|
created. This mode was used for space maps.
|
|
|
|
|
|
|
|
<br><b>fullvis</b> - the world is subdivided and broken up
|
|
into smaller chunks so you can see only what is logically in your
|
|
view. A light map is created. This is what is used to check
|
|
polygon-in-view counts. Combined with light extra, it is the final
|
|
compile for all maps.
|
|
|
|
|
|
|
|
<br><b>entities only</b> - When you add or subtract non-brush model
|
|
entities from a map, use this compiler. It's very quick. If you
|
|
change the brush components of a brush model entity (like a trigger
|
|
or a door), you must do a compile that includes a vis stage (fast
|
|
or full). If you are only changing the properties, an entities-only
|
|
will do. However,, if a brush model entity also has a md3 model
|
|
component, the map must be at least fastvis'd for that entity to
|
|
appear in the map.
|
|
|
|
|
|
|
|
<br><b>relight</b> - Use only if no geometry (or light emitting
|
|
textures) have been changed. It will rebuild the light map with the
|
|
new information.
|
|
|
|
|
|
|
|
<br><b>(nocurves)</b> - This function is always a modifier to
|
|
another bsp command. It does (or doesn't do) what it says. The map
|
|
is compiled without curves.
|
|
|
|
|
|
|
|
<br><b>(nowater)</b> - This function is always a modifier to another
|
|
bsp command. The map is compiled without water, lava, or slime.
|
|
|
|
|
|
|
|
<br><b>(no light)</b> - This function is always a modifier to
|
|
another bsp command. No light map is generated. A fast way to check
|
|
polycounts. Most often used in conjunction with the novis bsp
|
|
command.
|
|
|
|
|
|
|
|
<br><b>(-light extra)</b> - This function is always a modifier to
|
|
another bsp command. A finer degree of subdivision is used to
|
|
create a more detailed light map. This is generally only done when
|
|
the lighting is going through a final fine-tuning because it takes
|
|
a long time. Instead of being calculated in 16 unit increments, the
|
|
light is calculated in 8 unit increments. This has no effect on
|
|
final map size, only on the time needed to compile.
|
|
|
|
<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>
|
|
|
|
</body>
|
|
</html> |