How to: make use of FBSP (QFusion BSP).
Since Warsow is based in QFusion r7 engine, we can take advantage
of FBSP. It is a modified q3bsp format, with higher quality
lightmaps and support of lightstyles. It's pretty similar to
JKAcademy format.
For compiling your maps in FBSP you must use the last version of q3map2 (included with any gtkradiant build supporting warsow), and set the -game qfusion mode (should be already when building from gtkradiant in Warsow mode).
Besides the high quality lightmaps, the other big advantage of FBSP is it's true support of lightstyles. Lightstyles are light entities as any other, but with graduation effects (flicking, stroboscopic, y'know, like those in Q1 and Q2).
Setting up a light with a lightstyle is as simple as creating a new field inside any light entity called: style, and feed with a number between 1 and 11 (0 is standard lighting). This are the actual effect names for them:
P.S: It's better to stop adding manually the cell outline to the maps. The engine will generate it sooner or later and will conflict with the ones inside the bsps.
For compiling your maps in FBSP you must use the last version of q3map2 (included with any gtkradiant build supporting warsow), and set the -game qfusion mode (should be already when building from gtkradiant in Warsow mode).
Besides the high quality lightmaps, the other big advantage of FBSP is it's true support of lightstyles. Lightstyles are light entities as any other, but with graduation effects (flicking, stroboscopic, y'know, like those in Q1 and Q2).
Setting up a light with a lightstyle is as simple as creating a new field inside any light entity called: style, and feed with a number between 1 and 11 (0 is standard lighting). This are the actual effect names for them:
// 0 normal
// 1 FLICKER (first variety)
// 2 SLOW STRONG PULSE
// 3 CANDLE (first variety)
// 4 FAST STROBE
// 5 GENTLE PULSE 1
// 6 FLICKER (second variety)
// 7 CANDLE (second variety)
// 8 CANDLE (third variety)
// 9 SLOW STROBE (fourth variety)
// 10 FLUORESCENT FLICKER
// 11 SLOW PULSE NOT FADE TO BLACK
P.S: It's better to stop adding manually the cell outline to the maps. The engine will generate it sooner or later and will conflict with the ones inside the bsps.
These are two tests I did using FBSP:
http://splitmod.sourceforge.net/tmp/jd2q3test.pk3
http://splitmod.sourceforge.net/tmp/newtech.pk3
http://splitmod.sourceforge.net/tmp/jd2q3test.pk3
http://splitmod.sourceforge.net/tmp/newtech.pk3
Could Someone please tell me how to export fbsp files exactly?
cos i dont really understand some things :oops: (like cmd line parameter) and i would really like to know what to do step by step.
please....
cos i dont really understand some things :oops: (like cmd line parameter) and i would really like to know what to do step by step.
please....
Could Someone please tell me how to export fbsp files exactly?
cos i dont really understand some things :oops: (like cmd line parameter) and i would really like to know what to do step by step.
please....
if you're using gtkradiant you dont need the extra compiler by jal...i tried it and everything worked with the normal compiler...if u're usin another tool i dunno ;P
You can just use q3map2. You will have lower quality lightmaps and
no posibility of lightstyles, tho.
For using qfmap replace path to q3map2 by path to qfmap whetever it is asigned at GTKradiant, and add -game qfusion to the command lines before the bsp, vis, light switches.
All these can be modified from GTKradiant menus in the settings, but don't ask me where.
For using qfmap replace path to q3map2 by path to qfmap whetever it is asigned at GTKradiant, and add -game qfusion to the command lines before the bsp, vis, light switches.
All these can be modified from GTKradiant menus in the settings, but don't ask me where.
it just won't work i dunno whats wrong but warsow doesnt seem to
see the bsp files I put in basewsw(if thats what I have to do with
the Bsp files)
can someone tell me what im doing wrong :cry:
can someone tell me what im doing wrong :cry:
:D thx
i thought it should be in a pk3 in basewsw cus all maps u download are placed like that.
i thought it should be in a pk3 in basewsw cus all maps u download are placed like that.
if you observe pk3, you'll notice that they retain directory
structure, therefore placing your map in maps/ folder or into a pk3
with relative path to maps/ will be the same :)
btw jal, can you tell me what is the difference between qfmap lightmaps size and _lightmapscale'd ones with vanilla q3map2 ?
btw jal, can you tell me what is the difference between qfmap lightmaps size and _lightmapscale'd ones with vanilla q3map2 ?
Only that you don't have to set it for every entity and doesn't
store any external lightmap. It's natural to the format. And we are
talking about a 64 to 512 size switch.
If you compile it as RavenBSP (JK2 or SOF2) is also valid and get almost the same result as with fbsp.
If you compile it as RavenBSP (JK2 or SOF2) is also valid and get almost the same result as with fbsp.
Cervix wrote:
:D thx
i thought it should be in a pk3 in basewsw cus all maps u download are placed like that.
Yes but those maps are finished. Finished maps should be packed (pk3). But while working on maps you just use the filestructure as explained in this topic. Basicly you could check out the radiant manual that comes with GTKradiant. Or google search for it. That manual explains these file structure rules in the section "creating new assets".
:D this post is from the time i started mapping in gtkradiant.
i understand everything fine now, at the time i had trouble configuring radiant like alot radiant newbies :)
i understand everything fine now, at the time i had trouble configuring radiant like alot radiant newbies :)
Trying to compile qfmap2 in linux gives me this...
Any ideas?
alexmax@alexmax:~/sdk/mapping/source/qfmap2/qfmap2$ scons help
scons: Reading SConscript files ...
ImportError: No module named makeversion:
File "/home/alexmax/sdk/mapping/source/qfmap2/qfmap2/SConstruct", line 5:
from makeversion import radiant_makeversion, get_version
Any ideas?
I'm sorry, but I extracted q3map2 from the gtkradiant package
caring of windows only. The settings for scons are probably looking
for a lot of dependencies to gtkradiant (took a good job to isolate
the windows part too).
Anyway, you don't need it. Later on -game qfusion was added to q3map2 and it's just the same thing as qfmap2, so you can use q3map2 for building with -game qfusion. There is no difference.
EDIT: I edited the original topic removing the references to qfmap2.
Anyway, you don't need it. Later on -game qfusion was added to q3map2 and it's just the same thing as qfmap2, so you can use q3map2 for building with -game qfusion. There is no difference.
EDIT: I edited the original topic removing the references to qfmap2.
Is it possible to edit the different styles like editing the
frequency of flicker?
The styles are hardcoded into the game dll (G_PrecacheMedia in
g_spawn.c)

