Looking at BSP in H2G
Posted: Mon Oct 01, 2007 10:01 am
In my quest to make delta tower 03 work I realized this:
H2C and H2G conversions go as follows
1 you break down the base map
2 you extract the BSP data (and light) from your map of choice
3 you tell the basemap to use your extracted BSP
4 you rebuild
So before you had a map with 1 mach in it now you have all the machs from the bsp(extracted) so the extracted bsp contains almost everything (well durr)
Now I decided to look at the extracted BSP in H2G (I was looking to try remove the gondolas) there is one section that caught my eye BSP scenary pallet, now theres stuff in there that looks like 3D modeling stuff
Below this I found BSP scenary placement now this gives no coordinates but I notice it does say what object it is I noticed pedastal_bowl01 (there are 8 on map and there are 8 in here) these are not Blocs they are a solid part of the BSP
I have now deleted some random things from the pallet and am about to recompile the BSP meta and then recompile the map results pass or fail forth coming
H2C and H2G conversions go as follows
1 you break down the base map
2 you extract the BSP data (and light) from your map of choice
3 you tell the basemap to use your extracted BSP
4 you rebuild
So before you had a map with 1 mach in it now you have all the machs from the bsp(extracted) so the extracted bsp contains almost everything (well durr)
Now I decided to look at the extracted BSP in H2G (I was looking to try remove the gondolas) there is one section that caught my eye BSP scenary pallet, now theres stuff in there that looks like 3D modeling stuff
Below this I found BSP scenary placement now this gives no coordinates but I notice it does say what object it is I noticed pedastal_bowl01 (there are 8 on map and there are 8 in here) these are not Blocs they are a solid part of the BSP
I have now deleted some random things from the pallet and am about to recompile the BSP meta and then recompile the map results pass or fail forth coming