Talk:Map Compiling Theory
The top of the page still needs to be edited. It still talks about HL.exe and the CSG stage.
Changed. --RabidMonkey 22:06, 30 Jun 2005 (PDT)
There should probably be something on how Source's current compile process is still based on ideas used in Quake.
I think this article could do with a lot of work - I'm wondering if the VBSP, VVIS articles etc. should remain descriptions on using the programs, whereas this article should describe the principles upon which they work. I've done a little tidying and linking, but it definitely needs a bit more. :-) Cargo Cult 10:46, 3 Jul 2005 (PDT)
I described radiosity in an article at the Collective. Feel free to port it across if I don't do it myself. Unfortunately LaTeX support hasn't been installed for this Wiki, so the matrices will have to remain as images. I also did an article about how HL does visibility determination in-game, which might contain some useful stuff about the leaf/node stuff. --DeathWish 03:40, 5 Jul 2005 (PDT)
- That's impressive stuff, but are you sure it's still accurate? --TomEdwards 04:45, 5 Jul 2005 (PDT)
- I wasn't linking them for the impression factor, I was linking them for their utility in constructing articles on how the tools work. I'm certain about the radiosity algorithm, that hasn't changed over time at all. As for the in-game vis detection, I don't think that's changed either - they still use a BSP tree with leafnodes and suchlike. --DeathWish 06:15, 5 Jul 2005 (PDT)
- Whoops, forgot about these. I'll transfer them now. --TomEdwards 10:57, 13 Jul 2005 (PDT)
- I wasn't linking them for the impression factor, I was linking them for their utility in constructing articles on how the tools work. I'm certain about the radiosity algorithm, that hasn't changed over time at all. As for the in-game vis detection, I don't think that's changed either - they still use a BSP tree with leafnodes and suchlike. --DeathWish 06:15, 5 Jul 2005 (PDT)
Map compilers on Linux
It would be great to be able to compile and use the Source map tools on Linux. A few libraries (vtf.lib) don't have Linux counterparts in the current SDK beta, so it would have to be up to Valve to make it happen. --Sniperchance 09:25, 23 Jun 2008 (PDT)
Compiling .bsp without .prt
How to compile BSP without PRT, possible is it doable?
P.S. Natively maps HL1: Blue Shift.
<placeholder> .vmf < VBSP < intermediate .bsp < VVIS < VRAD < final .bsp </placeholder> --DCamer 14:45, 19 May 2010 (UTC)
Compiling Help! Please Help.
I'm not sure if this is the right place for asking for help, but here I am. I compiled a Team Fortress 2 map, and it was fine. I was testing a lot of things. I fixed a lot of things too. When I copy and paste the bsp file from where it is done compiling from (for me it's in sourcesdk_content\tf\mapsrc), I put it where all the other maps are. In my team fortress 2\tf\maps folder. Now when I load up the map in TF2, it looks just like the same as when I had the first edition of when I compiled my map. I checked for leaks to see if that was the problem and there aren't any. (To the best of my knowledge.) I would really like to fix this problem...