Search found 8 matches

by DeadlyDan
Thu Nov 04, 2010 3:31 am
Forum: Officer Canteen
Topic: BSP Help
Replies: 4
Views: 1242

Since my last post i've made substancial progress, i'm loading all the shaders, skybox, fog, lightmaps and fonts.

Image
by DeadlyDan
Tue Nov 02, 2010 7:33 am
Forum: Officer Canteen
Topic: BSP Help
Replies: 4
Views: 1242

I've revisted this after a long time of being baffled by it. It now seems so simple.

I've rewrote pretty much all the code and i'm using SlimDX (Direct3D in C#) with shaders etc.

Here is my current progress, i'm now working on loading in the lightmaps and textures :)

http://img21.imageshack.us ...
by DeadlyDan
Mon Nov 01, 2010 5:02 am
Forum: Officer Canteen
Topic: Progress Status
Replies: 160
Views: 31092

This is really starting to look good now :) Good work guys :)
by DeadlyDan
Sat Nov 21, 2009 1:56 am
Forum: Officer Canteen
Topic: BSP Help
Replies: 4
Views: 1242

BSP Help

Hey guys,

I've been interested in delving into different types of BSPs lately. And with the help of your work so far i managed to write a Q3A BSP loader in C#.

Basically, i'm not too experienced in the actual rendering side. I've delved into the basics of rendering 2d quads and such but i'm not ...
by DeadlyDan
Thu Nov 05, 2009 10:54 pm
Forum: Officer Canteen
Topic: Progress Status
Replies: 160
Views: 31092

Excellent progress so far guys! And i agree, it would be too much work to go to XReal which is now completely independent from how Q3 worked. It doesn't even use Q3 BSP anymore, the editor uses a Q3 .map and then compiles it in their own XReal format.

Also, i just wanted to say, do you think it's ...
by DeadlyDan
Mon Feb 16, 2009 12:43 am
Forum: Officer Canteen
Topic: Irrlicht And Possible Solution To Problem
Replies: 33
Views: 5737

I don't think the code can be used directly. The loader we have is not written from scratch but just an adaptation of the original Q3 one to MoHAA's format. Which means we can't just dual-license it - we're bound by the GPL, and our changes on their own are useless outside of the context of the ...
by DeadlyDan
Sun Feb 15, 2009 11:19 pm
Forum: Officer Canteen
Topic: Irrlicht And Possible Solution To Problem
Replies: 33
Views: 5737

Irrlicht And Possible Solution To Problem

Hi guys, i've read that you are struggling with the limitations in the Q3 engine and the rendering code with BSPs.

I've made a post on the Irrlicht forums and told them about the open-source status of this mod, they'd love to integrate native support for MoH:AA BSPs.

You can checkout the threat at ...
by DeadlyDan
Sun Jul 20, 2008 12:29 am
Forum: Intelligence Room
Topic: On the limitations of the id Tech 3 renderer
Replies: 11
Views: 4699

Hi, would it be possible if you could document the differences between the Quake 3 BSP format and MoH:AA BSP format? It would enable people to create MoH:AA BSP renderers and excel the development of engines using the format.