Fr/Map Compiling Theory: Difference between revisions

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*VVIS
*VVIS
*VRAD
*VRAD
Voici ce qui ce passe quand vous lancez la compilations :
#Lecture du .VMT
#Execution de BSP à partir du VMF
#Execution de VIS à partir du nouveau fichier BSP
#Execution de RAD
#Déplacement du BSP dans votre dossier du mods choisis


== Outils de compilations ==
== Outils de compilations ==
The table that follows should give you a good idea of what each tool does. The descriptions have been kept simple, since the tasks the tools perform involve some complex math and algorithms that you as a mapper have little need to know. As long as you understand what the tools are used for, that should suffice.


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<td class="type2"><b>[[Vbsp|VBSP]]</b></td>
<td class="type2"><b>[[Vbsp|VBSP]]</b></td>
<td class="type2">The BSP tool is the one that actually converts the .vmf file data into a usable .bsp file that the game engine can load. Once the BSP tool is run the map is essentially playable with the exception that it will have no visibility matrix and will have no lighting at all. Those crucial features are applied by the next two tools VIS and RAD.</td>
<td class="type2">L'outils BSP à pour rôle de partitionner l'espace jouable, d'indiquer à Source tous les enplacements de ce qui sera nécessaire aux joueurs comme les entitées, les sons, les triggers,.... La lumière et les VIS sont calculé par les deux outils suivants.
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Revision as of 10:09, 20 December 2008

Introduction

Tout comme la vidéo, les rendus, un programme, .... Votre maps à besoin d'être compilé. La compilation à pour but de rendre votre map jouable sur le moteur Source. Le compilateur part du VMF que vous avez éditer sous hammer, et le transforme en BSP. la compilations sous Hammer passe par 3 outils:

  • VBSP
  • VVIS
  • VRAD

Outils de compilations

Tool Purpose
VBSP L'outils BSP à pour rôle de partitionner l'espace jouable, d'indiquer à Source tous les enplacements de ce qui sera nécessaire aux joueurs comme les entitées, les sons, les triggers,.... La lumière et les VIS sont calculé par les deux outils suivants.
VVIS This tool creates the visibility matrix for the map based on the level's geometry. This matrix is what determines which polygons the player can see, might see, and can't see from any given point within the level in game. It is critical that this tool be run on every .bsp you create. If it is not run then the entire level will be visible all the time which would, in all but the simplest of box maps, make the map unplayable due to video-lag. In-depth information about VIS can be found at visibility determination.
VRAD The RAD tool, or Radiosity tool, is responsible for generating and applying all lighting effects in a level. Everything from entity lights and the "sky" down to the lowly texture light has to be handled by this tool. A .bsp that has not had RAD run on it will appear pitch black in game or full-bright depending on video-mode and console-settings. This tool is normally the one responsible for slowing down compiles most of the time as it has to process huge amounts of data in the completion of its task. In-depth information about RAD can be found at RAD (technical).

Compile managers

Which compile tools?

Hammer ships with Valve's own compile tools. These are denoted by the presence of a 'v' preceding the tool name in the tools file name (i.e. vbsp.exe, vvis.exe, vrad.exe). In addition, Adam McKern is working on a new set of Source compiling tools (CSTBSP, CSTVIS, CSTRAD--known collectively as CST) that have refinements over and more options than the default tools. As of now CST does not have any big improvements over the Valve tools and it is not as thoroughly tested.

See also