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ok then... - http://www.doomworld.com Forums


Original message

Bobo



burp_n_gurgle@hotmail.com
210.215.48.8

"ok then..." , posted Sun 14 Jan 00:02user profileedit/delete messagepost reply


Ok then people, thanx for the posts but my problem is fixed:

I will use Edmap, but when it stuffs up my 'texture number' thingy, i fix it with ED209, which actually deletes the bad vertices in my wad. And for Nodes building, i'll use Warmdos, not that crap-assed BSP.

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"Space is the final frontier
but its made in a Hollywood basement..."

 


Replies:

Stphrz



stphrz63@hotmail.com
24.67.148.122

"Re(1):ok then..." , posted Sun 14 Jan 18:32user profileedit/delete messagepost reply


Bsp v2.3 and up. Perfect nodesbuilder. None better. End of discussion :P

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-I'm bored. I wish I had some fireworks :)

 

 

Lüt



toruonda@home.com
23065834
24.17.39.87

"Re(2):ok then..." , posted Sun 14 Jan 21:13user profileedit/delete messagepost reply


I think BSP3.0 works best. It still gives me a few odd errors here and there but it's superior to 2.3 when it comes to those 1-pixel details.

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fanatic

marcpullen@mindspring.com
209.86.159.44

"Re(3):ok then..." , posted Mon 15 Jan 06:46user profileedit/delete messagepost reply


GLBSP 1.9 is the best, the real benefit is the new GL nodes it builds, but even when I don't build a new level for EDGE, I still use GLBSP because it is quite tight, and is based off BSP 2.3.

-Marc
http://www.doomworld.com/fanatic

 

 

Lüt



toruonda@home.com
23065834
129.105.141.174

"Re(4):ok then..." , posted Mon 15 Jan 12:37user profileedit/delete messagepost reply


I'll have to try that then. I have a few problems in one of my maps where it I have some lighting detail and where the beams of light cross, there is one of those 1-pixel lines going from floor to ceiling. What's weird is that it's drawn on an 8-pixel grid, and the angles are 30 degrees so it shouldn't be getting tripped up on that. I move the vertex 8 pixels and it works, but then I move it back and it's screwed again. There are no open sectors or overlapping vertices in that area either. That is what happens with BSP3.0 - BSP2.3 builds that section fine but messes up more of the fine details in the other sections of the map.

---
You have been bothered by: Lüt
"Superchunk!"
www.doomworld.com/insanity
www.mp3.com/dyingcorpse
www.thebarnacle.f2s.com
AIM: Dying Corpse - SB4824 - XtbbTSzNyKw5sRB4.

 

Fanatic

marcpullen@mindspring.com
207.69.1.199

"Re(1):ok then..." , posted Sun 14 Jan 09:13user profileedit/delete messagepost reply


Crap assed BSP?

You're input to BSP must suck, not the program. BSP is the best nodes builder on the planet.

-Marc
http://www.doomworld.com/fanatic

 

 

NiGHTMARE

nick@frad.org
62.252.2.141

"Re(2):ok then..." , posted Sun 14 Jan 17:45user profileedit/delete messagepost reply


Unless he's using a really ancient version of BSP...

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Those damned novels have a lot to answer for...
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Afterglow



derekmd@frad.org
32701196
131.104.254.129

"Re(2):ok then..." , posted Sun 14 Jan 16:54user profileedit/delete messagepost reply


I'm betting on the poor level input. :)

Derek Mac Donald
http://www.doomworld.com/afterglow/