Bsp map issues

Blitz3D Forums/Blitz3D Beginners Area/Bsp map issues

Ben(t)(Posted 2007) [#1]
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


puki(Posted 2007) [#2]
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.


Ben(t)(Posted 2007) [#3]
oh quake 3? ahh I see, I was using quake 2 maps that might me it