About BSP Viewer - NemPosted: Apr 17th, 2004 - 5:03:52 pm
About:

BSP Viewer is a utility designed for mappers for previewing Half-Life 1 .bsp files and technical information about how they are being rendered. This is meant to help mappers find problem areas in their BSP files that need to be optimized.

BSP Viewer has been superseded by Crafty, my new Half-Life 1 and Half-Life 2 .bsp, .gl, .map, .mdl, .rmf and .vmf viewer. Crafty can be found here.

Screenshots:

BSP Viewer

BSP Viewer

BSP Viewer

BSP Viewer

Features:
  • Optional rendering of textures, lighting, entities, special textures, transparent textures and sorting.
  • Edge viewing and clipping.
  • Optional use of VIS, frustum and backface culling.
  • Scene freezing.
  • Optional rendering of entities in special render modes.
  • Real time entity editing.
  • Entity picking.
  • GCF loading.
  • PTS loading.
  • Exports .3ds, .map, .xsi, .ent and .bmp files.
  • Scene information viewing.
  • Supports .bsp files without VIS or RAD information
  • Recent .bsp file menu.
  • Quick and easy setup.
  • 100% Free.
Modified: Aug 8th, 2006 - 3:49:03 pm[ 168016 Views ]

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16. veninPosted: Jan 14th, 2006 - 7:34:55 pm
Abouth the option to export maps in 3ds file..well the 3ds file cand be imported in millkshape and softimage/XSI mod tool...in 3dsmax nothing, dosen`t work for it. Could you fix so the format of the 3ds can be of that, that 3dsmax imports it? It would mean the wolrd to me :D...pls

17. NemPosted: Jan 16th, 2006 - 6:02:25 pm
It's a problem with the lib3ds library BSPViewer uses. If you can import into other 3D packages you could try exporting to a different format from them.

18. TaliaPosted: Feb 5th, 2006 - 12:36:56 am
Uhm. I have a pre-steam version of HL (HL 1.1.1.0 to be exact) and I can't for the life of me get this configured to read the wad files.
Can you tell me what paths it's trying to read the wad in?

19. NemPosted: Feb 5th, 2006 - 2:45:56 am
The current version does not support WON installations, email me at ryansgregg@hotmail.com and I'll send you the last version that did.

20. NerdIIIPosted: Mar 14th, 2006 - 12:47:12 pm
It works like a charme and the lightmaps are aligned properly as well. ^^
I especially like the option to freeze the visibility algorithm.
There is one question I'd like to ask you: Why do you use .NET?
Because it's safer in terms of memory leaks?
Because it is future oriented and you like the latest wizbang?
Because it's 'platform independent'?

21. BluefangPosted: Mar 14th, 2006 - 2:29:21 pm
I would think that the answer to that is because it's easier to write and manage code with .NET.

22. NemPosted: Mar 14th, 2006 - 4:35:42 pm
I use it because I prefer to write C++ code, and managed .NET code can interop transparently with unmanaged C++ code. This means I can write "normal" C++ code and still take advantage of the .NET framework which I use mainly for its ability to write complex user interfaces with very little effort (as well as other services like cryptology and networking).

As for your points:
Unmanaged code C++ does not use the garbage collector.

Upgrading C++ code from v1.1 to v2.0 is a HUGE pain in the ass (hopefully this will not reoccur in v3.0).

Managed C++ is not platform independent, only purely managed code is (C# and VB); unfortunately most my code is locked to Windows, though my unmanaged C++ code (which makes up the core of most projects) can be ported.

23. NerdIIIPosted: Mar 14th, 2006 - 6:06:11 pm
Ok, I see. I wondered why a good coder with lots of C++ code from Valve's SDK would convert it all to C#. But honestly MFC is not too shiny when it comes to complex user interfaces. I made friends with Delphi early, which both easy to use and fast and compact and ... the third language in the list that supports managed .NET code. ;)

24. NemPosted: Mar 14th, 2006 - 7:37:58 pm
Ah yes, Delphi is a great development platform, I used it for Batch Compiler before I converted it to C#, the only thing I don't really like about it is its syntax.

25. joselitosnPosted: Mar 19th, 2006 - 11:52:32 am
Version 1.5.5 give this error:
Invalid Hllib.dll version number.

Made a fresh install for it, and i have winxp home sp1 with .net 2.0 installed sad

26. NemModified: Mar 19th, 2006 - 12:35:53 pm
Sorry, fixed the installer, and you don't need .NET v2.0...

27. ertPosted: Mar 24th, 2006 - 7:35:35 pm
Could you add an entity search function to the bsp viewer, it doesn't need to be any more advanced than Hammer's function (allows you to search by keys or values on their own or as KV pairs, and supports partial matches). Would be nice (but not essential) it you could right click on keys or values in the lower-left pane and it would give you the option to automatically search for say a target field.

Also when you click on an entity in the list, its hard to find it in the 3d view. Because the thin orange lines used to highlight an entity don't stand out too well. There should be a setting to control the thickness and colour of these lines, should be pretty simple to do and it would solve the problem nicely :)

And finally, the draw distance should be increased to at least 14200 so that you can see everything, even when looking from one corner of the map to the other.

Nice work btw.

28. redcometPosted: Apr 3rd, 2006 - 5:57:36 am
Any chance of getting this program to export into vmf format? Or at least map format where you make the walls solid and not made out of numerous 1 unit thick faces?
This could be an excelant tool for converting half life 1 maps to source.

I have been working on a map to vmf converter, and I found your program. It made me a bit frustrated to be able to walk around the map like I was in half life, all the blocks solid and not made of 1 unit think walls, I hoped that you would export that kind of format into the map file. Unfortunetly you do not. So I ask why you do not, and if there a chance for you to consider making them solid and save me a great deal of work and grey hairs :)

Excelant program though, by far the best half life program I have ever used.

29. NemPosted: Apr 3rd, 2006 - 5:04:16 pm
ert:
I'm not planning on updating BSP Viewer any more, instead Crafty will replace it. Currently Crafty doesn't render Half-Life .bsp files as well as BSP Viewer or offer as many options, but this will be corrected when it leaves Alpha. I will try to incorporate your suggestions into it.

redcomet:
As I said, I'm not planning to update BSP Viewer any more, but I'm not sure I see the point of exporting .vmf files. There is no good conversion between mesh geometry (.bsp files) and additive geometry (.map and .vmf files) which is why .map exportation sucks. Is there some reason you can't import the .map files BSP Viewer into Hammer?

30. redcometModified: Apr 3rd, 2006 - 10:32:05 pm
Well yes, I can import the map files into hammer. But it takes a bit of trickery. When you export the map file you add a bunch of useless spaces,
ie,
Code:

{
{
(292902, 222, 3333) etc
(etc)
}
}


Which hammer and MapFool cannot read, I have to go in and replace all double spaces with nothing to end up with this:

{
}
(28238483 34342 2233) etc
(etc)
}
}

I use Map Fool to be able to process the textures into vmf's so I look at the map in hammer not grey walls.

But the main problem is that when you export the map files you take all the solids and hollow them all by 1 unit. So a simple block becomes a 6 faced cube with 1 unit thick walls...

I know that all decompilers do this, but I was using your program and I looks at the walls your BSP class generates and they are solid, not made of numerous 1 unit thick walls. And I can not help thinking that somewhere in your program, instead of making the map file solids off of the right, display size solids, you are taking the real solids and making them 6 faces 1 unit hollowed blocks. Or you are read straight from the bsp and not from the nice map you build in the program.
In either case, I find it extremly frustrating.

In hammer, it does not build map files created by decompilers such as bsp2map and this because of all the solids that insect (tjuncs), which are created by the 1 unit thick walls. What we have to do to convert maps is first get the map file, load it into hammer, and before we can even compile it to look around we have resize all the walls to replace the 6 1 unit thick blocks with 1 solid block.

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