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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »sp bsp questions

Author Topic: sp bsp questions (3 messages, Page 1 of 1)
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gamegodlazy
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Screenshot Guru
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Joined: Aug 17, 2006

Please pass the Panda Sauce to me


Posted: Feb 5, 2009 11:00 AM    Msg. 1 of 3       
I had a question does it mather

when you have 2 bsp's
when the 2 points where you will switch between the bsp's arent overlapping when you put the models next to eachother will you have problems with the script?

example:


2 models

they arent overlapping
and the bsp switched at point 1 and then loads the bsp and continue on that bsp on point 2

never mind
haloguru helped me out

HaylowGewrew: no
HaylowGewrew: on bsp 1 name the trigger volume
HaylowGewrew: bsp 0,1
HaylowGewrew: on bsp name the trigger volume
HaylowGewrew: bsp 1,0
GameGodLazy: so it will switch the bsp's at those places?
HaylowGewrew: yea

Edited by gamegodlazy on Feb 5, 2009 at 11:09 AM


Me KS
Joined: Feb 2, 2008

Desire is Reality. Xfire: jetmaster23


Posted: Feb 5, 2009 10:25 PM    Msg. 2 of 3       
Halo Guru's right, the BSP switching will work fine. The only reason Bungie did the overlapping BSPs was so that there wouldn't be a visible giant hole or a wall at the end of the hallway before switching BSPs. Just remember that it'll work, but won't look good. Unless you have something that looks like a teleporter at the end of each hallway or something like that.

Oh, and even though the BSPs will switch fine, if the two BSPs are in entirely different areas, the player's not going to teleport to the new BSP. He's going to stay right where he was, which in the new BSP would be in the middle of nowhere falling to his death.

At least, I'm pretty sure of this, correct me if I'm wrong.

Like in your example, when the player reaches point 1, the BSP will switch to the BSP with point 2 in it, but he's going to stay at point 1, falling to his death.

But, you could easily fix this with a script that checks each trigger volume for the player and then teleports him to a cutscene flag in the new BSP. Just make sure the cutscene flags aren't in either trigger volume, or else the player will get stuck teleporting back and forth infinitely.


gamegodlazy
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Screenshot Guru
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Joined: Aug 17, 2006

Please pass the Panda Sauce to me


Posted: Feb 6, 2009 03:44 PM    Msg. 3 of 3       
lol thanks

and i already knew that in my example that it will leave a big hole

thats why my actual bsp's use tunnels that are the same at each bsp

i can make them overlapping because the tunnels wich i made for between the the same

but i might not use that many bps's

like i have 2 bsp's wich i could easely make into 1
when it comes to ai and stuff
like 12k poly map wich is pretty much seperated wont lag and stuff at i thinit wont become laggy?

and i already knew that in my example that it will leave a big hole

thats why my actual bsp's use tunnels that are the same at each bsp

 

 
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