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- this does the CSG operations on the brushes, fills away the outside of the map,
- generates a bsp and all of the polygons required for drawing, bsps for the
- clipping hulls, and copies all of the textures that are actually used out of the
- editor's wadfiles into the output bsp files.
-
- qbsp generates these files:
- map.bsp - the output map file to be read by quake or light/vis
- map.prt - the portal file to be read by vis
- map.h1
- map.h2 - hull files written by forked processes.
- map.pts - pointfile for tracing leaks in the level.
-
- In quake, you can type "pointfile" and it will leave a trail of dots from the
- outside to the first entity it ran into. Qbsp will refuse to generate a .prt
- file if the map is not completely sealed in.
-
- It is possible to vis an unsealed map, but it could take hours. Seal it up
- first.
-
- You can make a .bsp file that can be run by quake with just the qbsp program.
- When it is loaded into the game, it will be fullbright, and will allways draw
- the entire level (slow). This is fine for developing small tests, but different
- methodologies are required for developing full size levels.
- Once a level has been completed, entities (monsters, items, etc) can be moved
-
- or changed without reprocessing the entire level by running qbsp with the
- -onlyents parameter. This does not work for doors, triggers, etc that are
- composed of brushes. One of these days I will get around to coding that...
-