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BSP Fragments and Merging

Posted: Sun Apr 18, 2004 7:30 am
by Pwn4g3
Hey all,

With the recent publicising of the SP->MP capability, I was wondering if it's possible to merge 2 or more BSP fragments (as in d40_a, d40_b for example) into one playable mesh....I mean would it be possible to hack more than one, into one fragment.

To me this would seem possible, but it would probably require hacking a lot of the secondary BSP fragment to get it to be compatible with the first. I dunno but I think this could be the next logical step in BSP conversions, just wondering about thoughts some of you may have on this that are familiar with BSP structure etc....

Posted: Sun Apr 18, 2004 7:54 am
by mattp001
yes, anything is possible. you would probably end up doing a $#I7P*T of work though.

Re: BSP Fragments and Merging

Posted: Sun Apr 18, 2004 7:56 am
by Deadly_Shadow
Pwn4g3 wrote:Hey all,

With the recent publicising of the SP->MP capability, I was wondering if it's possible to merge 2 or more BSP fragments (as in d40_a, d40_b for example) into one playable mesh....I mean would it be possible to hack more than one, into one fragment.

To me this would seem possible, but it would probably require hacking a lot of the secondary BSP fragment to get it to be compatible with the first. I dunno but I think this could be the next logical step in BSP conversions, just wondering about thoughts some of you may have on this that are familiar with BSP structure etc....
Well. Maybe if you just extracted 2 bsps instead of one and inserted that.. It probably isn't that easy tho. U should try

Posted: Sun Apr 18, 2004 7:59 am
by Pwn4g3
I don't think that would work, mainly because you need 1 file when building, so the sbsp file would need to be hacked into 1 wouldnt it?

Posted: Sun Apr 18, 2004 11:31 am
by DHalo
Dunno if itll work, just a suggestion, but mabye you can take the bsp info in a hexeditor from the sencond one and put it after the stuff already there in the first one and do that to all the other files, mabye thatll work.

Posted: Sun Apr 18, 2004 11:40 am
by Flare8
what if you do a sp-mp coversion of d40_a and then you use your conversion of d40_a as the base map? so you would be building off of your first conversion.

Posted: Sun Apr 18, 2004 11:51 am
by Pwn4g3
It wouldn't retain the same BSP mesh though, because with conversion you are transplanting, so even if you could rebuild more than twice (which you can't) you'd end up basically having all your spawn points etc in the places of your conversion, with the second mesh nearby....so I don't think its as simple as that...

Posted: Sun Apr 18, 2004 12:34 pm
by Ang88
I think the reason why they made multiple bsp in sp is because of lag, and processing power

if you put 2 large bsp in, then there would be so much lag, even if you weren't playing on the whole thing.

Posted: Sun Apr 18, 2004 12:41 pm
by Danke
Ang88 wrote:I think the reason why they made multiple bsp in sp is because of lag, and processing power

if you put 2 large bsp in, then there would be so much lag, even if you weren't playing on the whole thing.
You would think with Halo's uber-vis system that wouldn't matter.
Maybe it was just a matter of convenience.

Posted: Sun Apr 18, 2004 12:45 pm
by Halo_Xtreme
thats hwat i was thinking as well Ang88, cause why else woudl the split it up into several bsps? you take into all cosnideration of all the sceneray contained in all the bsps the mnap files woudl be massive.

Posted: Sun Apr 18, 2004 1:24 pm
by Flare8
well i dont think lag is an issue if your not in the same room as everything else. I think the only thing that would be affected is the loading time of the level. I mean if your in the begining of the maw, then the scenery at the end of the level wouldn't affect your game becuase its not being used right? btw i dont know much about this stuff so im only making guesses here.