Been a while since I had a new post so I thought I'd give it a shot. Most of my tools have received minor updates over the past month, the latest of which being VTFEdit with basic .vmt creation functionality. I've also been working on a Source .bsp viewer. So far I've got solid geometry, materials and PVS/Frustum/backface culling implemented. Major things missing before a release: lightmaps, displacement maps, skybox rendering and static props.
Modified: Jun 21st, 2006 - 11:29:54 pm[ 24306 Views ] 1. RofModified: Jun 21st, 2005 - 2:33:41 pm
Looks good. I'll be interested to see how you get along with rendering displacements. Drawing the mesh is easy enough, and approximate texturing and lightmapping is OK, but the more complex the displacement, the worse it gets. The SDK code for them is very hairy. I still can't do anything useful with DispLightmapSamplePositions.
2. NoBodyPosted: Jun 23rd, 2005 - 8:31:19 pm
I'm lost for words
3. NemPosted: Jun 25th, 2005 - 12:12:40 am
Can't say I'm looking forward to displacement maps, even getting lightmaps to work is proving a pain. The SDK could definitely be better documented. Any idea why lightmaps are stored as these compressed vectors?
4. RofPosted: Jun 27th, 2005 - 11:13:43 am
You mean the actual lightmap samples themselves, the ColorRGBExp32 things? I imagine that's to give a greater dynamic range to the lightmaps, perhaps for future HDR lighting support.
6. NemPosted: Jul 2nd, 2005 - 1:09:56 pm
Thanks Nederlin, I've been using that. Unfortunately it only really goes into the parts that are similar with the original Quake format, but it is still a good resource.
7. comoPosted: Aug 9th, 2005 - 8:21:18 pm
is the source bsp viewer going to support exporting to 3ds like the hl1 bso viewer?
8. NemPosted: Aug 10th, 2005 - 10:46:45 am
If I ever get around to finishing it, yes. Once the geometry has been "extracted" from the .bsp it is a simple matter to export it.
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