Bsp map issues
Blitz3D Forums/Blitz3D Beginners Area/Bsp map issues
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Hi I have a few bsp files that I want to try and load into blitz3d, I have them in the same folder as the file but when it loads is says that the entity (the bsp) does not exist. is there additional steps I need to use? this is what I have now ;code Graphics3D 600,400,32,2 SeedRnd(MilliSecs()) units=1 floors=2 player=CreatePivot() camera=CreateCamera(player) PositionEntity camera,0,3,0 EntityType player,units EntityRadius player,2 Collisions units,units,2,3 Collisions units,floors,2,3 ;here is the bsp load level=LoadBSP("4u2map3.bsp") BSPAmbientLight level,0,255,0 EntityType level,floors While Not KeyHit(1) gravity(player,1) ;keymovement If KeyDown(17) Then MoveEntity player,0,0,.5 If KeyDown(31) Then MoveEntity player,0,0,-.5 If KeyDown(30) Then MoveEntity player,-.5,0,0 If KeyDown(32) Then MoveEntity player,.5,0,0 ;Mouse movement Local x_speed#,y_speed# x_speed=(MouseXSpeed()-x_speed)/2+x_speed y_speed=(MouseYSpeed()-y_speed)/2+y_speed MoveMouse 320,240 TurnEntity player,0,-x_speed,0 TurnEntity camera,-y_speed,0,0 UpdateWorld RenderWorld Flip Wend End Function gravity(unit$,speed#) TranslateEntity Unit$,0,-speed#,0 End Function ;code |
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Test your BSP file with this:Graphics3D 640,480 campiv = CreatePivot() cam = CreateCamera(campiv) CameraRange cam, 0.1,2000 level=LoadBSP( "YOUR BSP",.8 ) ; load a 'legal' quake3 bsp map BSPAmbientLight level, 0,255,0 ; make the ambient light green ;BSPLighting level, False ; uncomment this line to turn lightmap off While Not KeyDown(1) ; if ESCAPE pressed then exit RenderWorld:Flip mys = MouseYSpeed() If Abs(EntityPitch(cam)+mys) < 75 ; restrict pitch of camera TurnEntity cam, mys,0,0 EndIf TurnEntity campiv,0,-MouseXSpeed(),0 If MouseDown(1) Then ; press mousebutton to move forward TFormVector 0,0,3,cam,campiv MoveEntity campiv,TFormedX(),TFormedY(),TFormedZ() EndIf MoveMouse 320,240 ; centre mouse cursor Wend End Loads a BSP model and returns its handle. Some points about Blitz3D's BSP support: * Shaders are *not* supported! * BSP's cannot be painted, textured, colored, faded etc. in Blitz. * A BSP model is just an entity. Use the standard entity commands to scale, rotate and position the BSP, and the standard collision commands to setup collisions with the BSP. * BSP models are not lit by either 'normal' AmbientLight, or by any directional lighting. This allows you to setup lighting for in-game models without affecting the BSP lighting. However, BSP models *will* be lit by point or spot lights. * Textures for the BSP model must be in the same directory as the BSP file itself. The optional parent parameter allows you to specify a parent entity for the BSP so that when the parent is moved the child BSP will move with it. However, this relationship is one way; applying movement commands to the child will not affect the parent. Specifying a parent entity will still result in the BSP being created at position 0,0,0 rather than at the parent entity's position. Blitz3D is fussy over the BSP structure - has to be a 'legal' Q3 one. |
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oh quake 3? ahh I see, I was using quake 2 maps that might me it |