Your method doesn't necessarily work.
He is trying to divide up everything...With your method, could you tell me which shader (not the name, the dependency) in the bsp goes on the right top part of the wall on the main building.
No?
Thats because its not what he's looking for
Unless of course I'm wrong, what he's after is to break up each map into small parts so to be abel to skin more areas of the map. Lets say foundation, there could be lets say 13 instances of the ground shader used on the bsp. Well if this plan goes through, then we'll be able to skin 13 seperate sections of foundations floor...Get it?
Tell me if I'm wrong though
[Recruitment] BSP Shader Location Mapping
Oh I see what you mean, my way does work but just not on such a larger scale.
I suppose you could just swap every shader for a single different bitmap with a number on it. So you can just count the dependencies down. I'm just spitballing now though.
I personally wouldn't want to test EVERY single shader in a map, I did that while skinning a couple of maps and let me tell you, its NOT fun at all, maps like midship and terminal are a real bitch to do cause there are so many tiny little bitmaps all over the place..
I suppose you could just swap every shader for a single different bitmap with a number on it. So you can just count the dependencies down. I'm just spitballing now though.
I personally wouldn't want to test EVERY single shader in a map, I did that while skinning a couple of maps and let me tell you, its NOT fun at all, maps like midship and terminal are a real bitch to do cause there are so many tiny little bitmaps all over the place..
Tural wrote:This seems a little unnecessary when you can extract the BSP with Entity and have the correct shaders when you import it in a good 3D program.
So let me get this straight, what you're trying to say that your 3d program tells the user which shader goes where in the same order that it shows up in the dependency list?
If not then its not unnecessary >_<
- JacksonCougAr
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if I get around to finishing this app then it should help :p
Last edited by Anthony on Fri Jun 29, 2007 12:37 am, edited 1 time in total.