How are brushes/textures saved?


(phisherman) #1

Hey all

I have a question about how the Radiant saves the size and the position of brushes. For a HNAC for example, I have origins and an angle and stuff, which I can change. But I dont have that for a wall for example. How is the position, the size and the texture of this wall saved in the BSP-file? Is there any possibility to change this without recompiling the map?

It would be very nice if somebody could tell me about this, it would really help me. [noparse]:)[/noparse]

Greetz
phishi


(ducks) #2

A good place to start might be looking at the Quake 3 BSP format.


(phisherman) #3

I want to thank you for your help first, and secondly I want to say that I really want to learn how this stuff works. But I am not a mapper and I dont want to learn mapping, because I hate the Radiant and dont understand how somebody could create such a nice tool.

When I open a BSP-file with an Editor, I only see three things: The paths of the texture in the map, they’re quite on the top, then a veeeeery long list of non-understandable stuff like “}?UdžC ÃоTm}¿UdžÃ” and finally the codes where the HNAC, the MGs, the spawnflags etc are added. Those things have origins, that I can edit. But what do I do with a normal brush in the map? I guess such a brush is saved somewhere in the “}?UdžC ÃоTm}¿UdžÃ”, but I dont know where. Is there a tool that translates me this into something that I can understand and edit? Or what do I have to do?


(ducks) #4

First of all, you really shouldn’t be editing BSP files directly! They are binary files designed to be read by the game engine. Sure, you might be able to read a few bits of text and numbers here and there, but attempting to change them may result in a file that the game can’t understand or load.

If you really want to learn how this stuff works, the best start is to be brave, and open up Radiant, and start playing around. See how maps are formed and learn what the compiler does.

If you want to change positions of walls and rooms etc., then you definitely need to learn how to use Radiant first. It’s not as simple as editing the BSP file. Even I - a professional level designer for many years - can’t do that!

If you simply want to change entities in W:ET maps, then I’m sure other forumers will be able to fill you in on the details!


(nUllSkillZ) #5

Isn’t the GTKRadiant source also available?
So you could also have a look at the source code to get an idea.

What do you want to achieve?
Change textures of an existing map?

If you want to change the geometry of an existing map you could ask the mapper for the map file.


(phisherman) #6

Thanks to you two, but the problem is that I really dont know anything about the Radiant, and there’s no need to learn how to use the Radiant, because I cant compile the mapfiles I created/edited. It always says degerate plane, entity leaked, brush leaked, etc…

I dont have that problem with editing the mapfile, because Radiant doesnt have a chance to sabotage what I’m doing, because I dont need the Radiant for it. But ok, if there is no chance to delete brushes by editing the mapfile, thats unfortunate, but if its impossible, then I wont worry about it.
But cmon, there must be saved somewhere what texture a certain brush has. Is this also only saved in the “}?UdžC ÃоTm}¿UdžÃ”? Well then it’s impossible to change the textures, I think.

Well, thank you for your help, but I dont want to learn how to use the Radiant, maybe when there’s a new version that can at least show me the map how I see it ingame, but anyway. I dont need the source-code of Radiant either, because I dont know anything about that. I’m just a small buddy who tries to learn how to change things in a map without de-/recompiling it, because this doesnt work, dont know why.


(IndyJones) #7

u cant change certain brush (i guess all the faces of all brushes with same texture are grouped into one). if every brush would have texture info, the will would have to be bigger. dont forget that bsp is no longer using brushes, but only triangles.


(valkyr) #8

That’s what decompiling with Q3Map2 does. It translates the BSP into a MAP file, that you can edit with Radiant or text editor.

Compile : Radiant / text-editor > .MAP > Q3Map2 > BSP

Decompile : BSP > Q3Map2 > .MAP > Radiant / text-editor

[QUOTE=Phishermans Phriend;202082]But ok, if there is no chance to delete brushes by editing the mapfile, thats unfortunate, but if its impossible, then I wont worry about it.
[/quote]

You can only script brushes that are part of an entity - brushes that are func_static’s etc.

But cmon, there must be saved somewhere what texture a certain brush has. Is this also only saved in the “}?UdžC ÃоTm}¿UdžÃ”? Well then it’s impossible to change the textures, I think.

You can’t changed shaders on individual brush faces, but there’s the remapshader command that can be used in mapscripts. That let’s you swap a shader for another one, which will affect every brush face using that shader.

Well, thank you for your help, but I dont want to learn how to use the Radiant, maybe when there’s a new version that can at least show me the map how I see it ingame

It already does… :confused:


(carnage) #9

As to the original question. Radient doesn’t work with bsp files, the editor opens and produces .map files. Then you ither have to use q3map or q3map2 to compile these maps into bsp files.

.map files are human readable (sort of) Basically just a long description of all the vertices, brushes and entities in the map. http://www.gamers.org/dEngine/quake/QDP/qmapspec.html

If you really want to avoid radiant or make another tool to built game levels. You would probably be better of going for something that produce .map files and keep the q3map2 compiler. Generating bsp files from scratch a lot harder than making maps


(aaa3) #10
  1. strange u hate radiant, imo its an awesome tool
  2. u forgot 2 delete the original posts in current maps in wip
  3. u dont wanna learn mapping, but for what u want to achieve, u have 2 learn smth much more hard activity, hacking. what u want, is quasi equivalent 2 directly edit machine code or patch compiled programs w.o. sources. certainly not impossible, but definitively a very challenging stuff.
  4. yes, radi src has nothing 2 do with his issue, the compiler’s src is relevant here
  5. a basic r.e. technique is the following. make a simple 8x8x8 cube w. 1 tex on all six faces, save it, compile it. now u have a bsp. go back 2 t. map, cut t. half of it, save, compile. now examine t. 2 bsp-s and try 2 figure out what changed. repeat this creatively. (anoth. idea, instead of t. 8x8x4, now keep both halves & compare that 2 t. original). basically this is how for ex. filesystems like ntfs, file formats like doc [vomit], etc r made accessible.

(phisherman) #11

Oh, didnt know that. But this makes it impossible to delete brushes after the map has been compiled, I see.

Well ok, but as I told you, recompiling the map is not an option, because the Radiant wouldnt let me. I read somewhere that I have to use the very last option, something with “simulate old style”, but as I told you, everything’s leaked, and I didnt even do anything.

That sounds interesting, I’ll have a look if I can find a tutorial for that remapshader somewhere. Thanks to you. :slight_smile:

o.O You dont really believe that, do you?

So y’all dont use the ingame-Radiant-Compiler to compile your mapfiles? You use that q3map to compile them? Should I try this, too? Or is it just the same like the one you can access with the Radiant?

Really cant agree with you here, have a look at the pictures, maybe you’ll understand what I mean.

Thanks, done.

Well if BSP is not working with brushes, then it’s clear that it’s impossible to delete them after it has been compiled. It was just that I didnt understand why there are origins for models, but not for the other brushes. I now understand the problem, the only thing that would help me would be if you told me why I cant compile maps. If I could do that, that would solve my problem.

Great thanks to y’all. [noparse]:)[/noparse]


(Destroy666) #12

That’s nothing strange in the pictures.
Trigger texture is invisible ingame and terrain texture changed by shader.

When I saw this program first time, I though as you that’s it’s hard to use.
I suggest you this site:
http://www.pythononline.co.uk/et/tutorial.htm
You can start there without many problems.


(ducks) #13

You say you get degenerate plane errors and entity leaks?

The first can be solved by finding the affected brush and deleting then recreating it (that’s the easiest way anyway).

The leak can be solved by analysing the pointfile and working out where the leak is.


(nUllSkillZ) #14

Radiant uses q3map2 to compile maps.
There isn’t a build in compiler in Radiant.

Not sure but I think it’s also possible to map with QUARK for W:ET.

Edit:

Isn’t the source of q3map2 also available?
Not sure.


(phisherman) #15

Is it possible that q3map2 cant decompile maps without kind of ruining them? I tried it out: I decompile a mapfile, and then compile it again, WITHOUT CHANGING ANYTHING! Same thing, degenerate plane, entity leaked, etc…

I dont know why, but that’s not important anymore. I just wonder why the whole rest of the world doesnt seem to have problems with the compiler or the Radiant in general, and why I’m the only one here who is to stupid for this tool.


(IndyJones) #16

bsp is not a lego, u can’t get 1:1 decompile.


(stealth6) #17

I’ve had plenty of leaks before, or that radiant is freaking out, but most of the time it was due to:
-Driver issues
-Not a fresh install of ET
-Actual normal leaks that you can fix :stuck_out_tongue:

But you can also try compiling the maps out of raidant with q3map2build


(-SSF-Sage) #18

Let’s get back to realism. Forget it.


(phisherman) #19

[QUOTE={SSF}Sage;202169]Let’s get back to realism. Forget it.[/QUOTE]Ok, so lets forget it.

But I wanted to show you sth: I downloaded the ET Map Source, DIDNT CHANGE OR DO ANYTHING!!! and tried to compile the map. Now it says duplicate plane, doesnt work either. I dont know why this tool seems to work with the whole rest of the world, what option do you select for compiling the maps? Do you use the ingame-Radiant compiler or what do you do?


(valkyr) #20

Yes, some of the original maps have small problems in them, which is one of the reasons why you shouldn’t jump straight into trying to compile them before knowing the basics. Everyone else experiences the same, but because they’ve gone through the tutorials and created their own simple maps first, they have a better chance of knowing how to fix any issues that occur.

Radar for example has 2 distinct problems - a duplicate plane, and at least 1 entity leaked, but will still compile regardless. You’ll want to use any of the options that include “BSP” in them - the very first one “single BSP -meta” is the quickest, as all it compiles is the brushwork and entities, without VIS optimisation or lighting.