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Forum: All Forums : Soldier of Fortune
Category: SoFII Mapping
Mapping, modeling, scripting, skinning and all forms of editing for the game Soldier of Fortune II
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: How to change the default 1024 BSP split (blocksize) ?
molosev
General Member
Since: Sep 24, 2004
Posts: 28
Last: Jan 16, 2008
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Level 2
Category: SoFII Mapping
Posted: Tuesday, Aug. 9, 2005 08:59 pm
Hello,

What I know from http://www.nibsworld.com/rtcw/tutorial_detail_and_hint_brushes_part1.shtml :

"There is a default BSP split for maps. By default, there is a split through your entire map every 1024 units. You can see this split in the editor by going to View->Show->Show Blocks.
You can actually change your default block size by setting the worldspawn key "blocksize" to another size, say 2048. Just keep it in a power of 2."

I tryed to find the "blocksize" key of the "worldspawn class" in the "Entity manager" (by pressing the N key) but it is missing, even in GTKRadiant 1.4.0 (which I think is the latest update)

Does anyone knows where to find it ?

Thank you VM for your precious help !!

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Ravennl
General Member
Since: Jul 12, 2005
Posts: 27
Last: Sep 5, 2005
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Level 2
Category: SoFII Mapping
Posted: Tuesday, Aug. 9, 2005 09:29 pm
i have no idea what it does, havent come to that part yet, but i do know that a key doesnt have to be listed anywhere, unless im mistaken you can select the worldspawn entity dialogue and simply add the key and the value..

or did i completely miss the ball with this one?
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molosev
General Member
Since: Sep 24, 2004
Posts: 28
Last: Jan 16, 2008
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Level 2
Category: SoFII Mapping
Posted: Tuesday, Aug. 9, 2005 09:32 pm
I think you are right

I entered the key and value but the grid has not changed, it always shows a 1024 split grid

Thank you anyway
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Fix_1138
General Member
Since: Jan 26, 2004
Posts: 224
Last: Dec 18, 2005
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Level 4
Category: SoFII Mapping
Posted: Wednesday, Aug. 10, 2005 09:53 am
the blocksize key is in rtcw , but as far as i know it is not used in sof2. though from the entity description it says
Code:
Increase the _blocksize using larger powers of 2 to reduce compile times on very large maps with low structural brush density

so i am guessing it will not do much difference if you do change it, unless you are making a big empty sniper map.
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molosev
General Member
Since: Sep 24, 2004
Posts: 28
Last: Jan 16, 2008
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Level 2
Category: SoFII Mapping
Posted: Wednesday, Aug. 10, 2005 10:08 am
Damn me, [banghead]
I taught it was a general GtkRadiant property that fits on every game maps (based on the Q3 engine)
I have really large and empty rooms and this split adds useless partitions!

I'll try to build a testmap for RTCW, just to be sure

Meanwhile, Does anyone has an other answer ?

Thank you


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Daffy
General Member
Since: Aug 31, 2004
Posts: 84
Last: Oct 22, 2009
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Level 3
Category: SoFII Mapping
Posted: Wednesday, Aug. 10, 2005 03:55 pm
Well I map for CoD:UO but I assume you can do this too.

Since I compile via .bat files I use the -blocksize parameter. My maps are huge outdoor maps and the higher blocksize helps FPS considerably even without portals. Here is a sample .bat file:

Code:
cd ..\..\..\uotools\bin

q3map -blocksize 8192 -samplesize 48 -game uo ../../uo/maps/mp/dog_green_beach
q3map -vis -fast -game uo ../../uo/maps/mp/dog_green_beach

pause


Just be sure to make it a multiple of 1024 [pimp]
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J4FswampyG
Preferred Member
Since: Nov 9, 2002
Posts: 380
Last: Aug 11, 2005
[view latest posts]
Level 5
Category: SoFII Mapping
Posted: Wednesday, Aug. 10, 2005 04:37 pm
If you use Q3map2 you might find it works better for you I found this in the read me

Worlspawn _blocksize key now supports 3 elements for setting X Y and Z splits

You can get Q3map2 from here and a lot of info on how to get the best from it
http://www.splashdamage.com/index.php?name=pnPHPbb2&file=viewforum&f=8&sid=dab2b65d286c5103e1e0d2d1167f3e1e
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molosev
General Member
Since: Sep 24, 2004
Posts: 28
Last: Jan 16, 2008
[view latest posts]
Level 2
Category: SoFII Mapping
Posted: Wednesday, Aug. 10, 2005 05:31 pm
Thank you J4FswampyGXX32AZERTY !

You gave me THE clue, I was typing blocksize instead of _blocksize as the key !

I recapitulate:
If you want to change the default BSP split (1024) of any games based on the Q3 engine (assuming you're mapping with GTKRadiant), just press the N key to open the "Entity manager"; select the Worldspawn class; enter _blocksize as the key (then press enter); enter a multiple of 1024 (2048 for example) as the value (then press enter);
To verify the change, use show/show blocks in the View menu

Thank you everyone for your help, hope to [2guns] you soon !

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molosev
General Member
Since: Sep 24, 2004
Posts: 28
Last: Jan 16, 2008
[view latest posts]
Level 2
Category: SoFII Mapping
Posted: Wednesday, Aug. 10, 2005 07:31 pm
eheh ! there is a little problem [duh]

The grid size has changed in GtkRadiant, but when I compile the map and load the portal file, it shows as much splits as before...

Maybe I have to specify it in the .bat file too, as Daffy suggested me !

any ideas ...
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J4FswampyG
Preferred Member
Since: Nov 9, 2002
Posts: 380
Last: Aug 11, 2005
[view latest posts]
Level 5
Category: SoFII Mapping
Posted: Wednesday, Aug. 10, 2005 07:57 pm
You can make a bat file or use Q3map2 and Q3map2 toolz and in that make your own compile line to add the _blocksize you want.
You can get Q3map2 from the link in my last post and here are some links to the toolz and more info to help you.

http://www.planetquake.com/hro/

http://shaderlab.com/q3map2/shader_manual/ch6.html

http://www.inficad.com/~mnichol/dummies/index

http://en.wikibooks.org/wiki/Q3Map2

Sorry I have not had sof2 on my pc for well over a year now so I can not be much help with this but some of the links should help and you and you should use Q3map2 and Q3map2 toolz as the last Q3map2 is 2.5.16 not sure what is in GTK not used it for a long time and that has a lot of use full features in it and have a look at th support forum in the link in my 1st post for more help with it.

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