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backHow to: make use of FBSP (QFusion BSP).

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How to: make use of FBSP (QFusion BSP).
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jal

master of the universe
(10628 posts)

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:

// 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.

RimoL
Member
(2361 posts)

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....

s0kz

Member
(134 posts)

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

jal

master of the universe
(10628 posts)

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.

RimoL
Member
(2361 posts)

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:

jal

master of the universe
(10628 posts)

they have to be inside basewsw/maps

RimoL
Member
(2361 posts)

:D thx
i thought it should be in a pk3 in basewsw cus all maps u download are placed like that.

CH4NDL3R

Member
(151 posts)

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 ?

jal

master of the universe
(10628 posts)

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.

megalodon

Member
(9 posts)

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".

RimoL
Member
(2361 posts)

: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 :)

AlexMax

Member
(848 posts)

Trying to compile qfmap2 in linux gives me this...

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?

jal

master of the universe
(10628 posts)

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.

SolidFake

mapping noob
(4708 posts)

Is it possible to edit the different styles like editing the frequency of flicker?

Vic

Your former Warsow overlord
(5776 posts)

The styles are hardcoded into the game dll (G_PrecacheMedia in g_spawn.c)


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