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How compile MESH to BSP format?
Posted: Tue Feb 10, 2004 4:10 pm
by EDV
If I made the level for the my game in 3DS Max (mesh object), can I convert MASH to BSP format?
What kind of software can do this conversion ?
Posted: Wed Feb 11, 2004 4:57 am
by Slicky
I haven't seen anything that will do it directly.
How compile MESH to BSP format?
Posted: Wed Feb 11, 2004 10:07 am
by EDV
Okay, may be exist another way for example: plugin for 3DS Max that can convert MESH object to MAP format for Q3Radiant and then convert that to BSP format?
Posted: Wed Feb 11, 2004 10:08 am
by cTh
Believe me, there is none, u'll not find here what u're looking for

Posted: Wed Feb 11, 2004 11:08 am
by wolfman8k
I think i saw a 3dsmax plugin for exporting q3 bsp levels. i could be halucinating though.
Posted: Wed Feb 11, 2004 1:43 pm
by iovsal
I think that would be a very useful thing... if anyone finds it around TELL ME!
_jones
How compile MESH to BSP format?
Posted: Wed Feb 11, 2004 2:05 pm
by EDV
If you really saw this plugin for 3DS Max then please write web address in this forum where we can download this software.
Gmax?
Posted: Wed Feb 11, 2004 3:49 pm
by tonyzahn
I don't know about plugins for 3DS Max, but I know that discreets GMax (which is a free download) supports Quake 3 BSPs. I haven't messed with it to see if you can import from 3DS Max though.
If you want to test it out though, the URL is
http://www.discreet.com/products/gmax/
Posted: Fri Feb 13, 2004 1:55 pm
by Borundin
Not going to promise anything, but I know AC3D (
http://www.ac3d.org) has a 3DS import and a Quake MAP export plugin. Might be licensed version only though.
Posted: Fri Feb 13, 2004 5:32 pm
by jacmoe
If you look at the source for
http://map3bspc.sourceforge.net/ - and you could make your own bsp-compiler!
It's meant to be a opensource replacement for ID's compiler - looks promising !

Max Quake Map Exporter
Posted: Wed Feb 18, 2004 3:22 pm
by Guest
EDV, post an email address and I'll make available a 3DS Max -> Quake exporter I coded, the output is .map format. I use Q3Radiant_202 to compile the .BSP files. Needs Max version 3.1 or greater, let me know what version your using.
Posted: Thu Feb 19, 2004 6:37 pm
by Krish
im really in need of a 3ds2bsp convertor
How compile MESH to BSP format?
Posted: Thu Mar 04, 2004 12:58 pm
by _EDV_
I am using 3DS Max 5.1, and my email adress
edvmail@mail.ru
Posted: Thu Mar 04, 2004 9:48 pm
by sinbad
Give up on this, the BSP format is very specific and cannot be easily generated from a polygon soup of the sort you're thinking of; for one there is an underlying assumption that the level is built from 'brushes' ie convex regions. You will not find a generalised tool for converting 3DS to BSP, if GMax supports it, it does it through specialised tools for building levels out of brushes just like Quark & GtkRadiant.
Posted: Thu Mar 04, 2004 10:01 pm
by cTh
If I remember right, there was a 3dsmax exporter source code for the CatMother engine available, they use a custom BSP format, and if I remember right they export data from max direct to their BSP...there are some 3dsmax levels available for download from their CVS too, I think it was at sf.net....
Posted: Thu Mar 04, 2004 10:37 pm
by jacmoe
Well, the CatMother folks actually exports/processes the MAX data into their own scenegraph-format, the bsp-compiler (with full source) is then used after exporting it.

Posted: Sun Apr 18, 2004 7:14 am
by Caliban
I'm in need of some information about Ogre's BSP abilitys. Is there any documentation on its features, best programs to use etc?
I'm doing some tests in gtk atm, should I be using Q3rad?
Posted: Sun Apr 18, 2004 1:20 pm
by jacmoe
I don't know - but I'd like to link to a related topic:
http://www.ogre3d.org/phpBB2/viewtopic.php?t=4244

Posted: Wed May 05, 2004 5:11 pm
by Shogun
May not be exactly what you're looking for, but I hope it can still help you.
Take a look at this if you absolutly want to make level in Max:
http://www.maple3d.com/MainFrameScriptsPage.htm
Regards
may be helps
Posted: Thu Mar 17, 2005 3:20 am
by David01
the bsp plung ins should be a great plung ins because it must have a costumisable set of number of divisions for each object (as we know the bsp is a space partitioning managment systhem)even if you have this it is not enought because you must add pvs if you want use in door environement and why using bsp when you can searching ODE colison detection systhme to impliment :)in you game
may be i have a dream but yesterday i have seen somthing as: ode withe ogr ...
i actually try to find it because me too i need it lol so such an ironical situation
as cTh say me too i know one engine who have his sepecial plung ins
of costumisable set to bsp :fly 3d but the plung ins seems to be very unstable it don't wocks fo me and fore many many pepels at fly comiunity forums ...
that's one of the reason why i am developping withe ogre now
even if you dont find the support like 'use ode withe ogre' i have just order one book on amazone who can help you i suppose:
Collision Detection in Interactive 3d Environments"
Gino Van Den Bergen
i think if we spend some times we can implemant it to ogre !
sorry for errors in english i am dislexic and english is not my native longuage