BSP (file)

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{{unfinished}}
 
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.).
  
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* 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 for a map.
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* VIS - cluster-to-cluster visibility being calculated.
 
* LIGHT - static lighting (lightmap, lightgrid) being generated.
 
* LIGHT - static lighting (lightmap, lightgrid) being generated.
  
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Blood Omnicide is using Quake 3 BSP for all levels.
 
Blood Omnicide is using Quake 3 BSP for all levels.
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== See also ==
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* [[MAP]]
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* [[BModel]]
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* [[Q3BSP]]
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* [[BIH]]
  
 
[[Category:Glossary]]
 
[[Category:Glossary]]
[[Category:Darkplaces engine]]]
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[[Category:File formats]]
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[[Category:Darkplaces engine]]

Latest revision as of 23:43, 30 July 2012

This page is not finished
You can help by editing and extending it.

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.).

BSP is not suited for direct editing. It get builded from a MAP file. The process of building is called compilation. Compilation have several stages:

  • BSP - first stage, map geometry is converted to BSP tree, all level structures are created.
  • VIS - cluster-to-cluster visibility being calculated.
  • LIGHT - static lighting (lightmap, lightgrid) being generated.

For each game engine, BSP file version and structure is different.

Darkplaces engine can load following BSP file versions:

Blood Omnicide is using Quake 3 BSP for all levels.

[edit] See also

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