Quake 3 Levels (Creation and OgreNewt)

Anything and everything that's related to OGRE or the wider graphics field that doesn't fit into the other forums.
Post Reply
User avatar
jmonw
Goblin
Posts: 232
Joined: Sat Apr 23, 2005 3:21 am
Location: Atlanta, GA

Quake 3 Levels (Creation and OgreNewt)

Post by jmonw »

OK, I think this has been asked and/or told before, but for the life of me I can't seem to find it:

Is there a way to create BSP maps without owning Quake?

If so, thanks very much.

Also, is it possible (well, anything's possible, but you know what I mean) to use BSP maps with OgreNewt?

User avatar
ahmedali
Gnome
Posts: 302
Joined: Fri Feb 20, 2004 8:52 pm
Location: Lahore, Pakistan

Post by ahmedali »

Search in forum using all terms

"BSP quake license"
"BSP quake legal"
"BSP editor license"

Searching in gamedev.net forums will give you much more info

User avatar
jmonw
Goblin
Posts: 232
Joined: Sat Apr 23, 2005 3:21 am
Location: Atlanta, GA

Post by jmonw »

Cool. Thanks.

Anyone know about OgreNewt?

Thanks in advance.

User avatar
walaber
OGRE Expert User
OGRE Expert User
Posts: 829
Joined: Sat Oct 02, 2004 2:20 pm
Location: California, USA
Contact:

Post by walaber »

OgreNewt currently doesn't have a built-in support for BSP collision, although it's certainly possible. you would need a way to get the BSP data from the SceneManager (in triangles/faces), and pass that into Newton to create a TreeCollision object. I haven't added this because I don't use BSPs right now, but if anyone would like to add it, I'd appreciate it! :P
Go Go Gadget OGRE!!
Image

MessiaH
Gnoblar
Posts: 2
Joined: Fri Jun 10, 2005 9:45 am

Post by MessiaH »

To implement this feature it's much better to modify OGRE source code,and then recompile it,than trying to get access to the data needed without modifying OGRE source.
We only need to get coordinates of three vertices,and then build tree with NewtonTreeCollisionAddFace.

User avatar
jmonw
Goblin
Posts: 232
Joined: Sat Apr 23, 2005 3:21 am
Location: Atlanta, GA

Post by jmonw »

Hmmm... I shall look eento both of zose...

Thanks.

[EDIT]
Looking over the documentation for the BSPSceneManager, I don't see where the faces, vertices are stored. How could I either a) get them, or b) modify OGRE's source so I can get them?

User avatar
jmonw
Goblin
Posts: 232
Joined: Sat Apr 23, 2005 3:21 am
Location: Atlanta, GA

Post by jmonw »

*bump*

I'd really like to be able to get my hands on that BSP data.

Looking at the BSPLevel, I see Vertex Data and a Static Face Group. Are either of these what I need to pass the data to OgreNewt to build a TreeCollision?

Thanks in advance.

[EDIT]
Maybe this should be moved to the Help board...

Post Reply