Editing BSP (file)
Warning: You are not logged in.
Your IP address will be recorded in this page's edit history.The edit can be undone.
Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 1: | Line 1: | ||
− | |||
File storing level geometry and objects for Quake engine and all of it's successors (Id tech 2, Id Tech 3, Goldsrc engine, Source engine, etc.). | File storing level geometry and objects for Quake engine and all of it's successors (Id tech 2, Id Tech 3, Goldsrc engine, Source engine, etc.). | ||
Line 5: | Line 4: | ||
* BSP - first stage, map geometry is converted to BSP tree, all level structures are created. | * BSP - first stage, map geometry is converted to BSP tree, all level structures are created. | ||
− | * VIS - cluster-to-cluster visibility being calculated. | + | * VIS - cluster-to-cluster visibility being calculated for a map. |
* LIGHT - static lighting (lightmap, lightgrid) being generated. | * LIGHT - static lighting (lightmap, lightgrid) being generated. | ||
− | For each game engine, BSP file version and structure is different. | + | For each of game and engine, BSP file version and structure is different. Blood Omnicide using Id Tech 3 BSP version, known as [[Q3BSP]]. |
Darkplaces engine can load following BSP file versions: | Darkplaces engine can load following BSP file versions: | ||
* Quake BSP | * Quake BSP | ||
* Half-Life BSP | * Half-Life BSP | ||
− | * | + | * Quake 3 BSP |
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
[[Category:Glossary]] | [[Category:Glossary]] | ||
− | + | [[Category:Darkplaces engine]]] | |
− | [[Category:Darkplaces engine]] | + |