#69574 - Xgame - Tue Jan 31, 2006 4:18 pm
hi, in interneti i' ve found very nice map for 3dgame, but are in .bsp(quake Map).
Quake map have inside texture, light and the collision, on some 3d engine, like irrlicht, are very good.
I' ve seen a psp bsp viewer; so i thinked that we can hope in a one for ds.But is bsp ram needed too big? Can a ds view a bsp?
#69865 - FireSlash - Thu Feb 02, 2006 3:24 pm
Sure, its possible. The biggest obstical though is loading the BSP tree, textures, and all that other good stuff inside the DS's memory limit. The textures will need to be radically scaled down from their original sizes. BSP may be a bit slower than ideal for console use... it'd be a much better idea to compile it into a display list divided into sections and work from there.
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#69873 - Xgame - Thu Feb 02, 2006 5:15 pm
is possible to use irrlicht into ds?
#70217 - bananaboy - Sun Feb 05, 2006 1:58 am
Also the 3D hardware on the DS doesn't have any form of multitexturing. Your options for static lighting are: (a) render the lightmaps as a second pass or (2) use vertex lighting. I'd recommend vertex lighting.
cheers
sam
#72356 - jake2431 - Fri Feb 17, 2006 10:55 pm
I know this is an older post, but I found this GBA BSP engine. Just wanted to show it because if it can be done on the GBA it can definetly be done on the DS. And since GBA roms will work on the DS you may want to take a look anyway.
http://www.btinternet.com/~ahcox/GBA/index.html
I know it's old but I hope this helps,
-Jake
#72359 - ecurtz - Fri Feb 17, 2006 11:29 pm
I'm going to need a tool to convert .map (Quake levels before they've been compiled) format to something for use on the DS. This seems like a more reasonable format than the .bsp because most of the .bsp data isn't going to be usable on the DS anyway. All of the Quake map editors produce .map files, but I'm not sure if there is a tool to decompile a .bsp back into a .map or not.
There is source for various Quake utilities on the web, but I've just started looking into the options.
#72360 - sajiimori - Fri Feb 17, 2006 11:33 pm
This thread is not about BSP as an algorithm; it's about the Quake map file format which happens to use the .BSP filename extension.
#72382 - jake2431 - Sat Feb 18, 2006 2:55 am
Ooops, well thought I was going to help.
#136754 - iainprice - Sat Aug 04, 2007 5:01 pm
I have been playing with Quake2 BSP trees to get them displaying on the NDS but am having no luck... anyone out there done it? Or willing to help. I have some source with the basics but it's finding the bugs that are driving me mad....
#136763 - Lick - Sat Aug 04, 2007 7:01 pm
Why not create a new topic instead of reviving one from 19 months ago?
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#139981 - Mr Snowflake - Wed Sep 12, 2007 9:26 am
iainprice wrote: |
I have been playing with Quake2 BSP trees to get them displaying on the NDS but am having no luck... anyone out there done it? Or willing to help. I have some source with the basics but it's finding the bugs that are driving me mad.... |
Well, I made a Half-Life Bsp loader/renderer, which is bsp v30. I'm loading successfully and rendering works perfectly on PC (on textures atm though). But on DS nothing is displayed and when using the findPlayerLeaf algorithm to find the leaf the player is in, the DS hangs right there, while it works on PC.
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