Merge bsp files or "distributed" compiling


(Chruker) #1

Hello

Is it possible to merge two or more bsp files into one?

Example: One .map file with a skybox + .map file with a large outdoor terrain + two .map files each with a complex system of tunnels and halls.

Hmm, the more I think about it the more I fell the answer is no, cause how would it handle were two files meet? But anyway is it possible?


(rgoer) #2

I assume you’ve got your level split into separate .map files to make editing the different parts easier? In that case, why don’t you just keep editing the separate .map files until you’re ready to compile the whole thing together, then import all your piecemeal .map files as prefabs into one large, put-everything-together .map file for compiling?


(MuffinMan) #3

is it because u r searching for some way to work at one map with more ppl?


(Chruker) #4

rgoer: I could do it that way, but I want to avoid compiling all that geometry (in the other .map files) which hasn’t changed. While still being able to see it in game.

muffinman: That would be one of its applications. Another one is to lessen the load on the editor while editing.


(gerby) #5

To lessen the load on the editor you can always use regions in radiant, works fine.
Someone else used to simply copy and paste bits of their map into another open version of radiant, work on it, then paste it back too.


(badong) #6

region compile might be what you’re looking for
I never tried it myself but sock says it works in this thread so you might wanna give it a try http://www.splashdamage.com/forums/viewtopic.php?t=5091


(ratty redemption) #7

I used to use region compiles a lot in q2 engine mapping, but in wolf, Ive found they dont always work with alphamaps and meta shaders, if the terrain is culled by the region… but if we`re testing small terrain areas, or terrain func_groups that fit inside the region then it works fine.

if using normal brushes or patches then regions are a great time saver, but if were using sky to light our maps and the region is too small then the compile will come out darker as there isnt enough lights created for the sky.

the best trick I`ve found for speeding up terrain compiles while still getting the alphamaps and meta shaders to align properly, is to leave a strip of tris around the whole perimeter of the terrain area.

then group large areas, not needed for testing into func_groups, and edit the classname to func_group2 which can be seen in the editor, if were not filtering ents, but wont get compiled thus saving time.