BSP30Editor: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
mNo edit summary
mNo edit summary
Line 1: Line 1:
{{stub}}{{draft}}
{{stub}}{{draft}}
'''BSP30Editor''' is a [[Command-line|Command Line Tool]] that can help you port {{goldsrc|4}} maps to the {{src|4|nt=1}}.
'''BSP30Editor''' is a [[Command-line|Command Line Tool]] created by Sergei Smolovskiy, that can help you port {{goldsrc|4}} maps to the {{src|4|nt=1}}.


== Features ==
== Features ==
Line 10: Line 10:
*Save other information to text documents: texture rotation/displacement matrices on faces, BSP tree with vis-sheets, BSP tree for collision physics, etc.
*Save other information to text documents: texture rotation/displacement matrices on faces, BSP tree with vis-sheets, BSP tree for collision physics, etc.
*The ability to group smd geometry by different data types, export PVS tables for vis sheets and a couple of fixes. When saving face information, added information about the size of the texture on the face and the size of the lightmap grid on the face.
*The ability to group smd geometry by different data types, export PVS tables for vis sheets and a couple of fixes. When saving face information, added information about the size of the texture on the face and the size of the lightmap grid on the face.
== External Links ==
* [https://gamer-lab.com/rus/files_source/BSP_Editor_v30 GamerLab] page

Revision as of 07:39, 27 August 2023

Stub

This article or section is a stub. You can help by expanding it.

Icon-under construction-blue.png
This is a draft page. It is a work in progress open to editing by anyone.
Remember to check for any notes left by the tagger at this article's talk page.

BSP30Editor is a Command Line Tool created by Sergei Smolovskiy, that can help you port GoldSrc GoldSrc maps to the Source Source Engine.

Features

  • Display information as a whole.
  • Port map to smd model (with texture coordinates and texture names). This will create a separate smd for World Geometry, and a set of smds for entity brushes whose numbers match the model number in the entity file.
  • Save the list of entities to a text document.
  • Save all 4 mip levels of packed textures into one VTF file (without touching mip levels) as RGBA8888 (alpha channel is added for transparent textures).
  • Save lighting in 1088x1088 bmp pages for each lightmap texture of each map face (maximum texture size is 17x17, on a 64x64 lightmap texture page).
  • Save other information to text documents: texture rotation/displacement matrices on faces, BSP tree with vis-sheets, BSP tree for collision physics, etc.
  • The ability to group smd geometry by different data types, export PVS tables for vis sheets and a couple of fixes. When saving face information, added information about the size of the texture on the face and the size of the lightmap grid on the face.

External Links