
MoooseGuy
Joined: Aug 10, 2008
I Approve This Message.
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Posted: Aug 16, 2008 01:41 PM
Msg. 1 of 9
I am planning on making a very cool singleplayer map that requires the loading of separate BSPs to reduce lag. How do I set up a map in 3ds Max to have separate BSPs, and how do I make these BSPs load the right way in-game?
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Da Moose
Joined: Jan 6, 2008
"We've got the Holy Hand Grenade of Antioch"
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Posted: Aug 16, 2008 02:14 PM
Msg. 2 of 9
In Max save your map. Then divide it where you want it to load, delete everything after it, then go to file-save as and save it as what you want. Load the original map and select a little bit before where you divided it the first time then delete everything before it and then save it. Export both halves of the map and compile. In guerilla create a new scenario. At the bottom will be structure-BSPs, add both of yours to it. Make the first BSP the one you want to load first. Now you can open it in sapien.
You need a script to change the BSPs, I do not remember the script so i can't help you there.
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Me KS
Joined: Feb 2, 2008
Desire is Reality. Xfire: jetmaster23
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Posted: Aug 16, 2008 02:19 PM
Msg. 3 of 9
Well, I don't believe there's a way to assign separate BSPs to one scenario in 3ds Max. Correct me if I'm wrong.
But, you can model each BSP separately (two different folders in the "data" folder) and then compile each one. Once you're finished with each BSP, you can then move them both to one folder under "tags" and then refer to both BSPs in one scenario file in the same folder before you begin populating and tagging.
Edit: Da Moose's method sounds better.
And the command for switching BSPs is simple:
switch_bsp <short>
the <short> is the number of the BSP. Edited by Me KS on Aug 16, 2008 at 02:22 PM
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Advancebo
Joined: Jan 14, 2008
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Posted: Aug 16, 2008 02:23 PM
Msg. 4 of 9
u have to model them, so it would look like its the same. but actually seperate. wat u do is, model the whole campaign, then detach every part that would be an area of mission. then in the scenario, scripts, trigger points, and checkpoints would switch the BSP.
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bobbysoon
Joined: Feb 1, 2007
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Posted: Aug 16, 2008 02:45 PM
Msg. 5 of 9
If you rip Bungie's bsps, you'll see that they overlap. That's needed so when the bsp is switched, the player is inside the next bsp I'd carefully examine Bungie's scenarios and bsps and look for differences between the multiplayer and single player tags
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Vick Jr
Joined: Jun 26, 2008
Well enough alone...
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Posted: Aug 16, 2008 11:35 PM
Msg. 6 of 9
Ya, what thy said. But i'm wondering. Say you have 2 large reas seperated by a hallway and ou want both areas to be seperate bsps. Would you create 2 bsps, both useing the same hallway, or 3, with the hallway actually being one of them. Hmmm... And how do you rip bsps? Also, i assume that they should be made in the same 3ds max file so their coordinates in game match up and when the bsp is switched the player thinks they are in the same place. Sorry for asking questions in your thread, but i think they were mostly answered. Plus i bumped it for you. 
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Me KS
Joined: Feb 2, 2008
Desire is Reality. Xfire: jetmaster23
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Posted: Aug 16, 2008 11:59 PM
Msg. 7 of 9
Quote: --- Original message by: Vick JrYa, what thy said. But i'm wondering. Say you have 2 large reas seperated by a hallway and ou want both areas to be seperate bsps. Would you create 2 bsps, both useing the same hallway, or 3, with the hallway actually being one of them. Hmmm... And how do you rip bsps? Also, i assume that they should be made in the same 3ds max file so their coordinates in game match up and when the bsp is switched the player thinks they are in the same place. Sorry for asking questions in your thread, but i think they were mostly answered. Plus i bumped it for you.  You would export both BSPs sharing the same hallway. But, it can't just be a straight line hallway. Notice how every time a new BSP loads in b40 for example, it happens to be in a hallway with two or more turns. This in turn forces the old BSP and new BSP to not be visible at the point where the BSP switches. Only the hallway is visible, preventing the player from seeing the old BSP disappear or the new BSP appear when it switches.
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delta49
Joined: Jan 23, 2007
I don't always make shaders..
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Posted: Aug 17, 2008 02:11 AM
Msg. 8 of 9
Quote: --- Original message by: Me KS Da Moose's method sounds better.
And the command for switching BSPs is simple:
switch_bsp <short>
the <short> is the number of the BSP. Edited by Me KS on Aug 16, 2008 at 02:22 PM There is a much easier way to switch bsps without scripting that for some reason many people do not know. just set up the trigger volume and size it to however you like, then name it "bsp 0,1". This makes it so the first bsp in the scenario, when entered by anyone, will switch to the second bsp in the bsp list for the scenario, and the same way is set up for going back, "its bsp 1,0" and so on.
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Me KS
Joined: Feb 2, 2008
Desire is Reality. Xfire: jetmaster23
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Posted: Aug 17, 2008 11:17 AM
Msg. 9 of 9
Quote: --- Original message by: delta49 There is a much easier way to switch bsps without scripting that for some reason many people do not know. just set up the trigger volume and size it to however you like, then name it "bsp 0,1". This makes it so the first bsp in the scenario, when entered by anyone, will switch to the second bsp in the bsp list for the scenario, and the same way is set up for going back, "its bsp 1,0" and so on. You're right, I never knew that. I always thought that those campaign trigger volumes were named that way for easy reference in a script.
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