Digital Paint Discussion Board

Development => Mapping => Topic started by: jitspoe on February 19, 2005, 10:31:47 PM

Title: Guide: General BSP stuff I
Post by: jitspoe on February 19, 2005, 10:31:47 PM
Since a lot of people have been asking about making maps, I thought I'd just post some tidbits here, since there aren't really any tutorials left around.

Fist: go to the files (http://www.planetquake.com/digitalpaint/files.html) page and grab "BSP with Paintball2 Support"
Second: Follow the installation instructions included with the zip.
Third: Start up BSP with paintball2, I just do start|run|c:\bsp\bsp -game pball2

File|New

Press "L" to load textures.  Select "PBALL" for the default textures.  Choose a texture from the texture window.  Start laying out some brushes:

To make a brush, simply click and drag.  Start with a large grid size, like 64, for the initial layout.  The brush may not line up to the grid perfectly, so hit Alt-S to snap it to the grid.  To resize the brush, simply click to the right or left of it (or above or below -- wherever you want to move it) and drag.  Also, you can click directly on a vertex and move it if you want to create angled brushes.  To deselect the brush when you're done, hit ESC.  To select a brush, shift-click on it, or simply click on it from the 3D view.

Ctrl-space (clone brush) is a handy shortcut if you're making lots of similar brushes.  Unfortunately it offsets 16 unts, so when working with a large grid, you either have to set the grid size down temporarily or hit alt-s to snap it again.

Clipping planes:

These are the real beauty of BSP.  Quake2 uses planes for the world, so editing via clipping planes lets you create optimal maps.  Basically it's like cutting a slice off of a block of cheese.  You can do it any which angle you want -- great for making rocks and irregular shapes.  Simply shift+right click to set points for the clipping plane.  You can set up to 3, but will probably just use 2 most of the time.  ESC cancels.  To perform the slice, click the little "carve" button.  Looks like: [_\

Alterntively, if you want to keep both halves of the brush (useful if you want to carve holes and windows out of things) you can click the "split" button (right next to it).

Maneuvering BSP:

To move around in the 2D windows, just right click and it will recenter the view there.  In 3D, us the arrow keys (shift+arrows to move vertically).  DEL looks down, PGDN looks up.  PGUP resets the view.

Texture alignment:

PLEASE align all of your textures.  If you can't take the time to do this, don't even bother making a map.  What I usually do is make an object, say a crate, where it's lined up on the grid (use a grid size of 64), then press Alt-L to lock the texture.  Then you can move it wherever you want and not worry about having to line up the texture.  If you do need to fix up texture alignment, though, hit "S" to bring up the surface properties.  You'll see: S, T, R, SX, SY, which stand for horizontal offset, vertical offset, rotation, X scale, and Y scale respectively.  Select the face you want to modify (click on it in the 3D window).  Adjust the values, then click "apply face".  Or, if you're doing something like a half-sized crate, put .5 in the X and Y scale, then press "apply brush" to apply it to the whole box.  Negative values can be used on the X and Y scales if you need to flip a backwards texture.

Clip brushes:

Another biggie in my book.  If you're not going to bother clipping areas people can get stuck on, don't bother making a map.  Clip brushes are basically just invisible walls.  You can shoot through them, but not walk through them.  They're for detail type things -- like supports and door frames -- that stick out just a little and can be really annoying when you're in the heat of battle then get naled because you got stuck on the stupid door frame.  To make a clip brush, simply create a brush using the "clip" texture.  It will have the appropriate flags already set for you.

Ladders:

The best way to make ladders is to create your ladder, then put a clip brush over it, then, with the clip brush selected, hit "S", check "Ladder" and hit apply brush.  If your ladder has a back side that goes nowhere, make the clip brush only cover the front part of it so the bots don't get stuck on it. :)

r_speeds:

Another biggie.  Type r_speeds 1 at the console.  It will display the polygon counts.  wpoly is the world polygon count (your map).  epoly is the entity polygon count.  You want to keep wpoly as low as possible, like under 1000.  Epoly isn't as critical, but if it's really high then you probably have too many entities in one location.  You can reduce this by spawning players with equipment (but don't spawn everyone with autos -- that just sucks).

Cylinders and barrels:

Create a brush, then with it selected, go to the drop-down next to "Make -->" and select N-sided brush, then press "Make -->"  For barrels, I use a radius of 24 with 8 sides, usually.

Lighting:

Usually the easiest and best way to achieve lighting is to use light-emitting textures.  Most of them start with LIT.   Don't be lazy and apply the light texture to the whole brush.  This looks crappy.  Instead, use a metal texture for the brush and apply the light texture to just one surface.  You can adjust the brightness of the light using the value in the surface settings (hit S).
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: jitspoe on February 19, 2005, 10:32:25 PM
Holy crap, I exceeded the 5500 character limit... continued...

Compiling:

If you set up everything according to the installation text, you should just be able to go to export|qbsp to test it.  to get the lighting as well, use 'qbsp vis rad'.  And for (usually) the best looking compile, use 'final compile'.  Don't ever release an unvised or unlit map.

Leaks:

If you build your map carefully and using the grid, you shouldn't have to worry about this, but it often plagues new mappers.  If the compile states "leaked", then go to  File | Leak check | Load .pts.  This will draw a line from the closest entity to the hole in your map.  You need to fix any leaks before you can do vis and lighting.  Do not surround your map by a giant box to fix the leaks.  This defeats the whole purpose of compiling and vising.  Everything needs to be sealed off so visibilty and such can be optimally calculated.

Entities:

Press "E" to get the entities dialog.  Make sure you have nothing selected (hit ESC) unless you want to edit an existing entity.  The old entity descriptions can be found here:
http://www.planetquake.com/digitalpaint/v2/docs/ents.html

By default, you will have the worldspawn up.  Press + to add a key/value.  The following will give you the default red/blue 2 flag setup:

"gamemode" "4"
"maxteams" "2"
"team1" "red"
"team2" "blue"
"message" "My Map\nBy Me"

Use info_player_deathmatch for spawn points.  To make a blue spawn point, use "teamnumber" "2" (since team2 is set to blue in the worldspawn).  To make a jail spawn, add "jail" "1".  To spawn with items, use "GiveGun" "Stingray", "GiveHopper" "100", etc.  To start with loaded CO2, use, "LoadedCo2" "12oz".

Well, that should be enough to get you started.  It was basically just brain dump for me, so I probably left a lot out.

Edit: almost forgot the entities.

And lastly, a few dos and don'ts:

Don't just copy an existing design.  We already have that map.  Chances are, we probably have about 10 like it, becuase people keep copying existing maps.  Strive for something beter.  Something unique and fun.

Don't give everyone autocockers.  This just ruins the game.  It turns into an all-out sprayfest and people get points without having to aim.  Instead, strategically place weapons.  You shouldn't have more than a couple high-end weapons in the level.  They should be prized posessions and difficult to obain.  The formula I usually use is: low-end weapons along the rush path (fastest way from spawn to the other base), medium weapons in the defensive positions, and high-end weapons in the middle or hard-to-reach locations.  Weapon pickups are part of the gameplay -- use them to your advantage in order to make for unique and challenging gameplay.

As I mentioned above, align your textures and use clip brushes!  lights are often forgotten about when it comes to clip brushes, but you can jump up and get caught on lights, which is annoying.

TEST TEST TEST!  Make sure your map is thoroughly tested.  I don't care if it took two days to compile.  If there are bugs in the map, FIX THEM.  When testing, name your map something like mymap_beta1.bsp in order to avoid conflicting versions when you release the final one.

Map names:  Use all lowercase, like "mymap.bsp"  Don't do "MyMap.bsp" or "MYMAP.BSP".  While it doesn't matter in Windows, Linux and other operating systems (which most of the servers run on) have case-sensitive file names.  It makes things a lot simpler to use all lowercase.  Also make sure a map with the same name doesn't already exist, and avoid offensive language, obviously.

Make everything easily accessible to newbies.  In other words, don't make it so you have to have crazy jump skills in order to  get anywhere in the map.  You should be able to walk from one base to the other.  Sure you can have jump shortcuts, but the main path should be walkable.

Don't release your first map.  No offense, but first maps usually suck unless you have some kind of previous experience with 3D editing.  I know it takes a lot of time at first, but once you get it down, you can make a new map, beter than the first, in less than half the time.  Show it to some friends.  Get some feedback, then chaulk it off as a learning experience.
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: DAMIEN on February 20, 2005, 03:22:45 AM
ur a golden god i am not the best on comps and haven't been able to figure bsp out
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: DAMIEN on February 20, 2005, 04:04:22 AM
how do i view my map in progress with the textures? maybe u should make u forum board dedicated to bsp cause i know i will constantly have new q's and it would prolly b alot more convenient for all if there was a seperate board
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: DAMIEN on February 20, 2005, 04:07:06 AM
er i guess this board is the mapping board but a bsp question board would be different i guess since this board is for mapping in general a bsp board might be handy for questions only pertaining to this program. i dunno i need a life  :P
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: jitspoe on February 20, 2005, 02:55:39 PM
The 3D view will show you the map, but if you want to test it in paintball, go to export|qbsp.  Make sure you have an info_plyer_deathmatch in there.
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: Dirty_Taco on February 20, 2005, 05:07:34 PM
Post removed
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: jitspoe on February 20, 2005, 05:41:38 PM
Worldcraft will fubar your maps.  I'd recommend not using it. :)
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: DAMIEN on February 21, 2005, 08:19:00 PM
lol i guess after i mess with it enough ill get ahold of it
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: Loial on February 26, 2005, 01:38:51 AM
this excrements way too sonfusing, i've never seen anything more confusing, even calculus is easier. I Cant even get started wityh a brush. a detailed tutorial w/pics would help more. Better yet a better map making tool.
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: Eiii on February 26, 2005, 01:41:27 AM
... I Cant even get started wityh a brush...

You can't click and drag, then go through ONE drop-down menu? Strange.
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: deeR on April 02, 2005, 08:52:18 AM
Thanks for the tips jit, I managed to make a few first attempt maps, but now i think im ready to release the first one. Just a few problems really, i cant seem to final compile it, it just gets stuck on numportals, its a night time map, so as you can imagine it looks stupid fully lit. The other one is just about the wpoly count, mines around 2000 tops, it has a fair bit of detail, but its a big map, will this be a problem?

For people trying to get started using bsp, i suggest you get a decompiler that converts .bsp to .map, that way you can look at other peoples maps and get a feel for the entities and such.
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: jitspoe on April 02, 2005, 12:57:23 PM
Well, if you're getting a numportals error, that probably means it isn't completing the VIS, which is critical to reduce your wpoly count.  What's the exact error you're getting?
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: deeR on April 02, 2005, 01:22:53 PM
There is no error, it just pauses on 1....2...
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: deeR on April 02, 2005, 01:29:28 PM
---- qbsp3 ----
entering c:\bsp\quake2\pball\mapfiles\grave.map
0...1...2...3...4...5...6...7...8...9... (1)
0...1...2...3...4...5...6...7...8...9... (1)
writing c:\bsp\quake2\pball\mapfiles\grave.prt
Writing c:\bsp\quake2\pball\mapfiles\grave.bsp
    3 seconds elapsed
---- vis ----
reading c:\bsp\quake2\pball\mapfiles\grave.bsp
reading c:\bsp\quake2\pball\mapfiles\grave.prt
 940 portalclusters
3017 numportals
0...1...2...3...4...5...6...7...8...9... (11)
0...1...2...


Thats the exact message, never seems to reach 3, ive waited 10 minutes, but with all my other maps its never taken that long.
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: deeR on April 02, 2005, 04:49:53 PM
It actually gets to 9 then stops, been like that for over an hour now, lol
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: Eiii on April 03, 2005, 11:42:17 AM
Yeah, that's called compiling a complex map
I suggest DETAIL BRUSHES!
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: deeR on April 03, 2005, 03:10:31 PM
Say what?
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: jitspoe on April 04, 2005, 01:56:56 AM
Is your map really open?  Vis usually craps itself on large, open maps.  It's best to design your map so that only small sections are visible at any given time.  The detail brush suggestion eiii gave can speed up vis sometimes if you have small brushes with lots of polygons.  If you apply the "detail" flag to them, VIS will just skip over them when doing visibility checks.  Also, it's normal for it to sit at "9..." longer than any of the other stages.  It can even take hours, depending on the map and computer.
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: Noob Killer on June 06, 2005, 05:56:53 PM
Hey I downloaded the thing I needed off this site and then I unzipped everything. Now what do I do??? I followed what it said at the top, but it doesn't work.  HELP because I have some great Ideas for some maps that will be COOL.  But I need this first!!!
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: jitspoe on June 06, 2005, 06:04:18 PM
Did you follow the included text file for how to set it up and run it?
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: Noob Killer on June 06, 2005, 07:16:05 PM
ya. Well here is what I did-
  Downloaded the thing from this site.
  Unzipped The files to C:\BSP 
But when I click on   bsp.exe   is says-
      (at the top) Choose Game Subdirectory...
      (on the page in mid) Which Game?            (below it)Just a Blank box w/ an arrow at the end of the box

 What do I do about it
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: jitspoe on June 06, 2005, 08:05:53 PM
There's no "pball2" option?  Did you extract it correctly, using directories?  There should be a pball2 directory in c:\bsp.
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: Noob Killer on June 06, 2005, 09:37:17 PM
There isn't
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: jitspoe on June 06, 2005, 10:14:58 PM
What are you using to extract?  You must have your settings wrong.
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: Noob Killer on June 07, 2005, 09:51:23 AM
I'm Using that UnZip Program thing.
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: jitspoe on June 07, 2005, 10:55:59 AM
Eh... try WinZip or something else.  Or adjust the settings so it extracts directories.
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: Noob Killer on June 07, 2005, 01:39:30 PM
I got it, but when I Open it it says,
                           
                             BSP Error...
    Number of Window Setups Must Be 4(for now)

 I don't know what that means or what I should Do? ???
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: jitspoe on June 07, 2005, 04:03:23 PM
I don't know that the error means much -- you should still be able to use it, or is it closing the program when you get that error?
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: Noob Killer on June 09, 2005, 11:51:03 AM
Ya, It comes up, then the error comes up and closes it. I'm getting pissed >:( with it!!!
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: jitspoe on June 09, 2005, 01:00:38 PM
Try deleting it, unzipping it again, then go to start|run and type "c:\bsp\bsp -game pball2".
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: warwulf aka unibonger on November 08, 2005, 05:36:17 PM
for all that dont know and use mIRC or any irc clients i have a chatroom for map help,


server: irc.enterthegame.com
channel: #pbmappers
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: jitspoe on November 08, 2005, 05:43:58 PM
There's also #level_design.
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: taz-the-devil on January 09, 2006, 01:32:16 PM
when i start bsp it says this.
couldn't find, c:\bla.......\whatever.pak
than its says c:\bla.......\whatever.pak is not a valid .pak choose another file.
when i'm finished with that (whit a bit of help he find it...)
he says: where is bsppos.ini buth the bsp start screen does start.
than it say coulnt find bsppos.ini.
than it says where is /are .qc

thnx gr taz
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: jitspoe on January 09, 2006, 06:36:49 PM
Did you install it to c:\bsp?
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: taz-the-devil on January 10, 2006, 09:47:44 AM
now when i have it works i have a other problem:S

when i'v finished my map a have a big problem:S it only saves it as a .map thing:S

and my pb2 game only reads .bps:S

how do u repair it?

thnx
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: WarWulf on January 10, 2006, 10:19:15 AM
jitspoe you should realy stop by #pbmappers ive been getting alot of people stopping by their asking questions.. i think the live chat is more effect and faster way of getting people into the mapping world.

the most common question asked in my chat is why wont bsp map editor work its missing pak files...

mabbe u need to make a self extractor for bsp...


i have also been messing around with my own cube
based map editor... but it only has 3d view
no grid views... soo its kindda funky. but i have more control over the cubes then in bsp... mainly ive never liked how u cant change the direction of a trangle

example
 the trangulation is like this on a surface
 ------
 |\  |
 | \ |
 |  \|
 ------
i can change it soo its like
 ------
 |  /|
 | / |
 |/  |
 ------

which i find realy neat for making terrain

i have also created my own gensurf
with multi texturing im just not sure if dp supports
multitexture alpha masking and if does how many layers does it support?



irc.enterthegame.com
#pbmappers

unfortunetly my pc fried last week and i wont have it for like 3 more weeks cause i sent it back to compaq for repairs..
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: jitspoe on January 10, 2006, 01:39:38 PM
For brushes the triangulation doesn't matter since the textures aren't bound at the vertex level.

Anyway, I'm always in #level_design.  I don't see the purpose in having 2 different channels for the same thing.
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: 2fast4u on January 16, 2006, 12:11:40 AM
You should make a step-by-step level like tell them everything to do to make a level but ull all see the same level u know? like an example level to make sure they did it right ..just an idea
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: Matze on January 16, 2006, 12:40:05 AM
Pimp already did this for german.Maybe we can translate it to english(if its wanted).

http://pimpolino.ch.vu/
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: jitspoe on January 16, 2006, 12:53:47 PM
I plan to do this at some point, but I've been pretty busy with other stuff.  Maybe I'll do something after build16 (if that goes smoothly).
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: Burt_Gummer on February 20, 2006, 07:38:27 PM
A couple quick questions:

How exactly do you change the way the texture is facing on a brush?  If you look in the antiochseige_beta2 map, you will see that on the bridges connecting to the side towers, it kinda has a

\\\\\\\\\\\ texture going across it.  The bridge is angled.  I've checked out the stuff at http://www.gamedesign.net/node/11 but it didn't help much.

Also, was there an official final release of build 15?  All I can find in the /files directory is the build 15 pretest 1.
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: Matze on February 21, 2006, 12:40:09 AM
Theres never going to be a full release of build 15.

Next version would be Build 16 then.
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: GreenAffairz on February 21, 2006, 08:38:15 AM
shouldnt you have pb2 in C:\ as well, for me Pb2 went to C:\games automatically, when i moved the bsp editor to C:\ and pb2 it worked
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: jitspoe on February 21, 2006, 02:20:49 PM
You're supposed to edit the batch files to reflect the install location of paintball2.  I probably should have set up the batch files to default to c:\games\paintball2.
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: BlingTricka on February 24, 2006, 06:44:08 PM
hey, i need some help.. ive made maps for a while now but have never had this problem.. i try to set certain textures on my map as "slick" under "ctrl + s" and they will not stay when i click add contents. I try it on glass texture, which on some other map of mine it works just fine (like ice). and the snowy/marble texture (like in pbcup). this will not work under slick. a map of mine i made also has this as slick. any reasons why it will not work with this map?
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: jitspoe on February 24, 2006, 07:35:14 PM
There are two different types of flags: surface flags and contents flags.  I think slick is a surface flag.
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: BlingTricka on February 24, 2006, 08:35:51 PM
Yeah, I still can't get it to work though.. I click add content after checking the "slick" box under surface and when i hit esc on the keyboard to close off the current selection the once checked box is now unchecked yet again. Why is that?
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: jitspoe on February 26, 2006, 01:12:08 AM
Try "Add Flags" instead of "Add Contents."
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: dan003400 on March 09, 2006, 12:01:26 AM
when i click on export then the last one at the botom (high quality) and then it says something like is it ok to save adn i click yes then nuting happens. i have gotton this to work before in the past but all of a sudon it wont work???

why?  jit plezzz help
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: dan003400 on March 09, 2006, 12:04:06 AM
all of a sudon it wont let me export ????? when i click on (high quality) then it says is it OK to save i click yeas then nothing happens after that

why????
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: dan003400 on March 09, 2006, 12:11:15 AM
can u make your own texture , like what programs open WAl files so that i can edit them???
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: jitspoe on March 09, 2006, 12:56:06 AM
Your paths probaably aren't set up right.  There's a text file included with the bsp pack that tells you what all you need to edit to set up your directories correctly.  As for wal files, there's a program called wally that can edit them.  You can find it on google or download it here: http://dpball.com/files/mapmaking/  - you also need the .pal file on there.

In the future, please don't make multiple posts in a row.  Use "Modify" instead.
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: TinMan on March 09, 2006, 08:49:35 PM
You need to have the map saved C:\bsp\quake2\pball\mapfiles\ to compile it I'm pretty sure, otherwise it says it can't find the map.

and jitspoe, I click "Reply with quote" and get
Code: [Select]
An Error Has Occurred!
Unable to load the 'quotefast' template.
Back
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: edhillbilly on April 16, 2006, 06:10:51 AM
wee bit of a problem.... when i try to download step 1, the download goes fine, but when i try to run it... it says something like 'not suitable to run MSDOS..." and so on. so is there another client to use? ANSWER ME!!! PLEEASE!!
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: jitspoe on April 16, 2006, 02:02:24 PM
Is this after you've unzipped it, or when you're trying to unzip it?  What OS are you running?
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: Idem on May 31, 2006, 02:07:14 PM
hi, i have a couple of q\'s:


thanks to anyone who can answer
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: jitspoe on May 31, 2006, 04:00:58 PM
- To make flags, just use a "flag" entity.  Use the "teamnumber" key to specify the team.  A teamnumber of 0 will be a white flag.  For the capable area, you need to create a brush then convert it to a "base" entity.  Also use the "teamnumber" key for that.
- Brushes can't be concave, so you have to make a wall with windows out of multiple brushes.
- For siege, put base entities outside of the base.  Defenders who touch it will be killed.  Offense will have to take the flag to the base entities.
- Custom textures are kind of complicated.  A tutorial is probably in order for those.

Note that with base brush entities, they can only be rectangular, not at angles or in odd shapes.  Just the min/max of the brush entity is used.  See the docs page for more info on entities.  It's a bit outdated, but it should help.
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: Idem on June 11, 2006, 12:02:58 PM
thank you jitspoe but i have another question

how do i edit the sun brightness and other properties?
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: jitspoe on June 12, 2006, 04:13:37 PM
http://arghrad.planetquake.gamespy.com/manual/sun.html
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: Fullmetal_Steeb on June 14, 2006, 01:26:16 PM
um... I downloaded BSP, but i can't open it... It says it cant find whatever.pak, then when i find it, it says the number of windows setup must be 4 (for now). ??? IM CONFUSED!!!! AND I WANNA MAKE A MAP!!!!
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: jitspoe on June 14, 2006, 01:48:31 PM
Did you follow the instructions in the text file?
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: Briton on June 14, 2006, 02:28:28 PM
Hey I keep getting this error saying "Number of window setups must be 4 (for now)". What does it mean?

Edit: I fixed the problem.
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: Fullmetal_Steeb on June 29, 2006, 12:56:28 PM
I m so confused by this crap. i fixed the part about the window setup numbers, but i cant understand how to make the maps. if you could see what you put down instead of some red and blue and purple lines that would be helpful...
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: jitspoe on June 29, 2006, 01:15:06 PM
Try this: http://dpball.com/files/mapmaking/tutorials/bsp_tutorial_01_basics.htm
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: supertanker on July 02, 2006, 10:34:54 PM
Quick tip on VIS:

If you want to shave some time off of your VIS, and don't mind the r_speeds going up a bit, here is a tip.

For example, in my map I have lots of "rocks" scattered around. They are 7-sided polygons streached and edit in several ways. The VIS doesn't seem to like all of the angles and stuff.

To make VIS ignore them, just make it into a FUNC_WALL. Thats all. Don't set any spawnflags or target name, just bind it to a FUNC_WALL and thats it. It made vis go about 3 times faster, although my R_SPEEDS is up 40 polys.

Also, you can use FUNC_WALLS to make openings that open and shut instantly with triggers
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: Eiii on July 03, 2006, 12:57:12 AM
To make VIS ignore them, just make it into a FUNC_WALL. Thats all. Don't set any spawnflags or target name, just bind it to a FUNC_WALL and thats it. It made vis go about 3 times faster, although my R_SPEEDS is up 40 polys.

Um... or set the 'Detail' flag.
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: medley crew 2 on July 05, 2006, 10:31:48 AM
get rid of the grid, that always helps me, grid always gets in the way, especially when ur making entities
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: jitspoe on July 05, 2006, 10:40:46 AM
Whoa whoa whoa, do NOT get rid of the grid.  That's the worst thing you can do and leads to horribly constructed maps and leaks.
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: IronFist on July 05, 2006, 10:48:35 PM
Post removed
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: jboisclair on July 06, 2006, 07:50:11 AM
I first have to say thanks for making this guide and i understand everything except the first part. How do i make the floor where everything is on? You said to make a brush so i did that but i cant put objects on it or anything. please help ??? ??? also when i test it i just fall off the edge
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: medley crew 2 on July 06, 2006, 09:16:43 AM
what i do is, i make a brush and adjust the dimensions to the size i want, then go to this menu and click make room

Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: jitspoe on July 06, 2006, 01:27:32 PM
jboi: Try the video tutorial: http://www.dp.arena-zone.com/tutorials/bsp_tutorial_01_basics.htm
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: jboisclair on July 07, 2006, 08:35:55 AM
K my problem is solved now i can make maps.
 Thanks guys for helpin me.
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: [USA]FIRE on August 12, 2006, 06:59:51 AM
yes i finally know how to make barrels  ;D thanks jitspoe
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: [bd]imalamp on October 26, 2006, 01:09:06 AM
Second: Follow the installation instructions included with the zip. what is the zip asking me to do???
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: [bd]imalamp on October 26, 2006, 01:21:10 AM
I'VE FOLLOWED TO TOP RIGHT TOO AND IT DOSEN'T WORK.  help
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: Eiii on October 27, 2006, 12:55:32 AM
Double posting bad. Also caps. Your babies are mine.

If you download the pball mapmaking pack and follow the readme(s) inside, you should be fine. If you're not, tell us specifically what your problem is. Not just 'IT DOESN'T WORK' please.
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: sean123 on February 14, 2009, 07:58:23 AM
is there something else people make maps on because i see people make tables and i am like i suck at maping
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: sean123 on February 14, 2009, 03:39:02 PM
does every thing in a map made on bsp
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: ViciouZ on February 14, 2009, 04:17:09 PM
Yes, apart from included models for plants or other items. You can make tables by changing the grid size down, so you can make smaller brushes.
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: Pajama-Sam on April 08, 2009, 07:22:01 PM
Hey I downloaded the thing I needed off this site and then I unzipped everything. Now what do I do??? I followed what it said at the top, but it doesn't work.  HELP because I have some great Ideas for some maps that will be COOL.  But I need this first!!!


did you click on the bsp file that has the bsp logo thingy madgig next to it? or, did you click on the right link?


oops, dont read this, i didnt look at the date of the post before i answered it lol srry oops,

dang 2005... i answered a question 4 years late lol
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: SubZero on June 24, 2009, 05:06:02 PM
i have a question on how to make walls you can walk through i belive u need to use the "s" key to bring up the window and check something off to make it work but what?
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: P!nk on June 24, 2009, 06:02:24 PM
Post removed
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: payl on June 28, 2009, 11:34:50 AM
I have a problem, because my computer looks to slow for Final compile (High quality)  (2GB ram; 2,5 2-cores processor) !!! That computer too slow?!? I look on ram usage .... up to 2GB ,and then error: Can not Allocation memory.... man! Where is optimization!?!
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: _burnt on June 28, 2009, 01:43:23 PM
Don't use high quality, i think it doesn't work too well. Just use the normal one and you'll be fine
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: payl on June 28, 2009, 02:36:49 PM
So for what is High quality .... When i compile on this very small map (just room) ,it works very slow, but looks small nicer .... and when i compile not very big map, it's crash .... i think i must have "just" 6GB - 8GB ram to make it works .... lol , thanks JeeJee ,i never use High(? not high-ram-usage) quality :D

PS. why spell check have words: loll and lo ,but not lol :D ?
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: Spook on June 28, 2009, 06:50:46 PM
Compilers aren't very RAM heavy, they put all the needs on your processor. My computer is only at 100% CPU usage when I compile, and I have a Intel Core 2 Quad q9450 at 3.65 Ghz
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: payl on June 29, 2009, 02:41:57 PM
Spook, you SAID "they put all the needs on your processor" . What ARE you thinking?? It puts needs on the L3 or L2 memory (I don't think so Cheesy ) ?? Or ARE you thinking about "It using processor a lot" ? When i compile A map i have 100% processor usage (Intel Core 2 Duo 5200 at 2.50 Ghz). But when i compile at high quality (DO you compile map on same ??) processor usage is ALSO on 100% and that'S noT bad, but ram usage is going up: 512Mb .... 1GB .... 2GB ,and error (with progress on 3-4 ) because i have 2GB of ram, and THE compiler can't alloc any more! But WHY DOES it alloc 2GB of ram!?! Spook you SAID "Compilers aren't very RAM heavy." So what DO you say now (TELL me how much of ram you have, i think 4GB )?? Oh, and TELL me what map you ARE compilING?

EDIT: Repaired some mistakes .... (Thanks S8NSSON)
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: Spook on June 29, 2009, 02:55:50 PM
I run 8 GB's of RAM and I use the non-high quality final compiler. From what I've seen, all the strain is on your processor.
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: S8NSSON on June 30, 2009, 05:29:22 AM
Spook, you say "they put all the needs on your processor" . What you thinking about?? It putting needs to L3 or L2 memory (I don't think so :D ) ?? Or you thinking about "It using processor a lot" ? When i compile map, i have 100% processor usage (Intel Core 2 Duo 5200 at 2.50 Ghz). But when i compile at high quality (You compile map on same ??) processor usage is too on 100% and that no bad, but ram usage is going up: 512Mb .... 1GB .... 2GB ,and error (on progress is on 3-4 ) because i have 2GB of ram, and compiler can't alloc any more! But WHY it alloc 2GB of ram!?! Spook you say "Compilers aren't very RAM heavy" ,and what you say now (say me how much of ram you have, i think 4GB )?? Oh, and say me what map you compiles?

Is this run through a translator? Seriously?

FIXED:: FOR THE LOVE OF GOD stop learning English from a web translator. It's so painful to read.
Quote
Spook, you SAID "they put all the needs on your processor" . What ARE you thinking?? It puts needs on the L3 or L2 memory (I don't think so Cheesy ) ?? Or ARE you thinking about "It using processor a lot" ? When i compile A map i have 100% processor usage (Intel Core 2 Duo 5200 at 2.50 Ghz). But when i compile at high quality (DO you compile map on same ??) processor usage is ALSO on 100% and that'S noT bad, but ram usage is going up: 512Mb .... 1GB .... 2GB ,and error (with progress on 3-4 ) because i have 2GB of ram, and THE compiler can't alloc any more! But WHY DOES it alloc 2GB of ram!?! Spook you SAID "Compilers aren't very RAM heavy." So what DO you say now (TELL me how much of ram you have, i think 4GB )?? Oh, and TELL me what map you ARE compilING?[\quote]
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: payl on June 30, 2009, 09:48:28 AM
Spook: When i run on non-high quality ,and it's ok. Problem is witch high quality!!

S8NSSON: Sorry for my bad english :D ,no it isn't run by translator :D ... heh it's just my english xD (and thanks for help me in learning it)

EDIT: I write it moment before i sleep, and now i see some of my mistakes :D ("say me how much of ram you have" - oops)
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: _burnt on June 30, 2009, 11:27:18 AM
Does the highquality one even work properly? And what's the difference anyways?
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: Spook on June 30, 2009, 02:08:17 PM
Just ran the High Quality on my map Gateway, didn't notice any changes, and still, my RAM usage was at the constant rate of 17%. CPU at 100 though, so I conclude that the BSP compilers are heavy on CPU usage and don't rely on the RAM as much.
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: Fuzz Ball on June 30, 2009, 06:01:36 PM
Just ran the High Quality on my map Gateway, didn't notice any changes, and still, my RAM usage was at the constant rate of 17%. CPU at 100 though, so I conclude that the BSP compilers are heavy on CPU usage and don't rely on the RAM as much.

Yep but remember smaller PCs unlike your ultimate one need a decent RAM (e.g. 1GB) to run it properly. Anything else will probably lag regardless of the processor.
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: payl on July 01, 2009, 04:48:37 AM
Spook: You ram usage is 17% ?? This is 1.36 GB ... :D . Try compile really big map :D

JeeJee: Yeah, on my computer i compile small map good, but for bigger... i have just 2GB ram ... . Difference is witch lights, high quality- better lighting .

Fuzz Ball: You don't understood i think: To run map at high quality i think you need 128Mb of ram ...

Oh, and remember my question: Why RAM usage is big on high quality ?? Where is code optimization???
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: Pajama-Sam on July 08, 2009, 11:47:06 AM
i have a question on how to make walls you can walk through i belive u need to use the "s" key to bring up the window and check something off to make it work but what?

yes, you do

and you use the 'mist' option in the surface properties window

=] happy mapping =]
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: _burnt on July 08, 2009, 12:35:32 PM
yes, you do

and you use the 'mist' option in the surface properties window

=] happy mapping =]

Didn't care to read the post from P!nk?
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: Pajama-Sam on July 08, 2009, 01:48:21 PM
how do you add a model, where are the model files to put the path/model thing in, and what do you put in place of path/model?
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: _burnt on July 09, 2009, 02:16:49 AM
func_model

"model" "path to the model, for example models/plants/bigleaf2.md2"
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: Pajama-Sam on July 09, 2009, 09:18:52 AM
func_model

"model" "path to the model, for example models/plants/bigleaf2.md2"

but, i looked for models in the bsp file and couldnt find any, do i take em from the paintball files?
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: _burnt on July 09, 2009, 10:18:50 AM
but, i looked for models in the bsp file and couldnt find any, do i take em from the paintball files?

Little research and you'll know it.







It's in pball folder.
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: pheeks on July 24, 2009, 08:34:46 AM
This is 100% offtopic but if you want to add in any textures to your bsp directory, (they need to be .wal files) you find the textures and copy them to C:\bsp\pball2\quake2\pball\textures\pball and overwrite the textures if you want to.
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: Pajama-Sam on July 24, 2009, 11:56:44 AM
i got amodel maker thing, i forgot what it was called, but i got it from the pball website, can i use a model i made on that? for, like my flag?
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: pheeks on July 24, 2009, 12:06:10 PM
What's the model maker called?
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: _burnt on July 25, 2009, 07:38:43 AM
You can add your own models to the map.
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: musickid999 on August 07, 2009, 05:51:03 AM
I don't know if anyone posted this site (I think someone did), but it's really helpful if you're just starting out.
http://www.bspquakeeditor.com/tutorials.php
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: Infy* on January 12, 2010, 12:12:19 PM
i have one question: how i can make a siege map?
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: magalhaes on January 12, 2010, 02:56:05 PM
You have a full tutorial here: link removed

User banned for this post.
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: Guich on March 12, 2010, 10:06:14 AM
Where can i read a list of eneties??
thx for answers
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: XtremeBain on March 12, 2010, 11:01:05 AM
http://dp.tetsunosuke.co.cc/mapmaking/entitiesreference (not complete, but covers some of the PB2 specific ones)
http://www.gamedesign.net/index.php/Quake_II_Entity_Properties (most of these Q2 ents are available in PB2)
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: Guich on March 14, 2010, 08:47:17 AM
have anyone a complete list of entities
the old one (http://digitalpaint.planetquake.gamespy.com/v2/docs/ents.html) don't work
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: P!nk on March 15, 2010, 10:47:05 AM
Post removed
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: T3RR0R15T on March 15, 2010, 01:27:00 PM
http://www.digitalpaint.org/v2/docs/ents.html
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: Narga on December 31, 2010, 12:57:14 PM
Is it OK to post on the mapping forums that you're comming out with a new map that is under construction?
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: cusoman on December 31, 2010, 03:49:03 PM
If you name your topics properly, there shouldn't be any problem. 

For your "under construction" map, start the thread with "[WIP] MapName".

When you release your map (including beta releases) name the thread "New Map: MapName".

Depending on the size of the WIP thread and how popular it becomes, it may or may not be appropriate to start a new thread upon release, otherwise just rename the thread.

- Cusoman
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: Narga on January 01, 2011, 10:21:21 PM
I want to test the way to escape from the jail in my map. In order to do that I need to be eliminated. The only way for me to be eliminated is if I can add bots to the game and get out of warm up mode. I can increase max clients. But it says I need to wait for next level. In order for me to get to the next level, I need to get eliminated. Is there a server command to go to next round?
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: razan44 on January 24, 2011, 06:56:21 AM
wow...you are legendary! How does one know so much?!?!

Thanks though! It will help me a lot :)
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: thebend on February 20, 2011, 09:13:20 PM
how do i test my map? i do the export but it tells me its not found.
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: jitspoe on March 09, 2011, 02:49:00 PM
how do i test my map? i do the export but it tells me its not found.
I believe there is a bug where you need to create the "inprogress" directory in you paintball2/pball/maps directory.
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: Leg1t on June 14, 2011, 07:41:05 PM
Ok i did the 2 team fla setup but it says connot make another world entity wtf?
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: Narga on June 14, 2011, 09:23:44 PM
Ok i did the 2 team fla setup but it says connot make another world entity wtf?

This is because you added another world entity by mistake. To add a key/value, press the plus symbol, then OK. Don't click "make entity".

To delete a key/value, click on it and press the minus symbol.
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: Rockyar_96 on June 21, 2011, 01:00:09 PM
I want to test the way to escape from the jail in my map. In order to do that I need to be eliminated. The only way for me to be eliminated is if I can add bots to the game and get out of warm up mode. I can increase max clients. But it says I need to wait for next level. In order for me to get to the next level, I need to get eliminated. Is there a server command to go to next round?
To add a bot just simply type addbot "botname" (u dont need the botname value, then the bots will be ACEBot_1...) in the console To start a new map/new level type newmap "mapname" in the console.
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: Narga on June 22, 2011, 05:10:26 PM
When my map is finished, do I have to use the VIS/RAD?

Can I just skip all of the compilers and use only Final Compile (high quality).

Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: ViciouZ on June 22, 2011, 05:38:47 PM
When my map is finished, do I have to use the VIS/RAD?

Can I just skip all of the compilers and use only Final Compile (high quality).

There are 3 steps to compiling a map - BSP, which removes excess surfaces and creates the basic map file, VIS which determines visibility data, and RAD which handles lighting. Each step is dependent on the last. Final compile is just another way of saying QBSP VIS RAD, except the VIS and RAD have slightly higher settings - so yes you can.
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: Narga on June 22, 2011, 06:01:13 PM
except the VIS and RAD have slightly higher settings

Does that mean that doing QBSP and VIS/RAD individualy has higher quality than Final Compile (high quality)?
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: ViciouZ on June 22, 2011, 07:45:50 PM
No.
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: hackedplayer on July 22, 2011, 06:05:51 PM
when I compile one of my maps, It says memory allocation error at ...9 part. My map has crappy detail but opened spaced. Do I need a better RAM or something because my computer is crap.
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: Chef-Killer on July 23, 2011, 03:09:11 AM
If you used the high quality final compile, try the regular final compile instead.

Could you post the complete export repot and upload the map file if that doesn't help?
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: Leg1t on September 18, 2011, 12:51:54 PM
how do u put music in the map?
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: Narga on October 23, 2011, 10:02:39 AM
Does anyone develop BSP anymore or do we have to pray that the new versions of OSs are compatible with it?
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: ViciouZ on October 23, 2011, 11:09:46 AM
Does anyone develop BSP anymore or do we have to pray that the new versions of OSs are compatible with it?

The source code is available, if it suddenly dies with windows 8 or something, me or T3RR0R15T will probably try and fix it. OTB host a slightly updated version (compared to the paintball BSP pack) with an installer package on their website somewhere.
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: T3RR0R15T on October 23, 2011, 11:10:40 AM
All actual windows versions are compatible. We will see it, if a new one is out, but i don't think it stops working soon.


I've made a few changes to viciouz tweaked version and added an installer:

Newest Version of BSP (Map Editor) (ftp://otb-server.de/pub/BSP%20-%20Map%20Editor/BSP_setup.exe)

Install it everywhere you want. You only need to change the path to the paintball folder (if it is not the default one) in the file "...\BSP\pfad.txt"
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: Narga on October 23, 2011, 02:05:03 PM
All actual windows versions are compatible. We will see it, if a new one is out, but i don't think it stops working soon.


I've made a few changes to viciouz tweaked version and added an installer:

Newest Version of BSP (Map Editor) (ftp://otb-server.de/pub/BSP%20-%20Map%20Editor/BSP_setup.exe)

Install it everywhere you want. You only need to change the path to the paintball folder (if it is not the default one) in the file "...\BSP\pfad.txt"

Is there an upgrade version or do I have to uninstall my old version and install the new one?
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: T3RR0R15T on October 23, 2011, 02:32:28 PM
You can install it over your existing one.
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: Narga on October 23, 2011, 07:56:43 PM
All actual windows versions are compatible. We will see it, if a new one is out, but i don't think it stops working soon.


I've made a few changes to viciouz tweaked version and added an installer:

Newest Version of BSP (Map Editor) (ftp://otb-server.de/pub/BSP%20-%20Map%20Editor/BSP_setup.exe)

Install it everywhere you want. You only need to change the path to the paintball folder (if it is not the default one) in the file "...\BSP\pfad.txt"

My antivirus program isn't too fond with it.

when I compile one of my maps, It says memory allocation error at ...9 part. My map has crappy detail but opened spaced. Do I need a better RAM or something because my computer is crap.

Are there any leaks? The compiler has a hard time compiling open maps, try placing obstacles or VIS blockers. You can read this for more info:  http://dplogin.com/forums/index.php?topic=11297.0

What to hint brushes do?
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: hackedplayer on January 20, 2012, 09:11:27 PM
I have a little problem  here. I am making a trench-ish map which is day time of course but I need to know how to make the sunshine thing. I've seen some other .map files with the light entity and say sun and whatever. Can you teach me how it works? BTW, I've made 3 medium/little glitchy night time maps. :-\
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: Chef-Killer on January 21, 2012, 06:10:30 AM
Add "sky" "###", "_sun_angle" "# #", "_sun_diffuse" "#", "_sun_ambient" "#" and "_sun_light" "#" to the worldspawn.

These dafault settings work well with the riverscape1 sky:
"sky" "riverscape1"
"_sun_angle" "200 -30"
"_sun_diffuse" "60"
"_sun_ambient" "30"
"_sun_light" "250"

Other sky names are:
unit1_ = Orange sunset sky (change angle to "_sun_angle" "72 -25")
pbsky1 = cloudy sky (change angle to something like "_sun_angle" "198 -65")
pbsky2 = sky with sun (change angle to something like "_sun_angle" "150 -34")
pbsky3 = starry sky (change angle to something like "_sun_angle" "85 -38")
pbsky4 = bright sunrise by hills (change angle to something like "_sun_angle" "90 -30")
arctic1 = snowy mountains and ocean (change angle to something like "_sun_angle" "35 -30")
sand = desert (change angle to something like "_sun_angle" "228 -40")
(or any other skies in your "\pball\env" folder)

To find the optimal sun angle for your map, you can also put your crosshair on the sun, then type "angles" in the console, and it will tell you what angles to use for the sun.

Make sure to run a final compile. Otherwise the sun lighting doesn't work (well)!

http://www.digitalpaint.org/testwiki1/pb2wiki.php?word=entities
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: Narga on February 29, 2012, 03:17:27 PM
Is it possible to port maps from PB2 to Quake 2 and vise versa?

Can I get a version of BSP that works with Quake 2?
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: This8 on June 18, 2012, 11:44:45 AM
if anyone reads this can you please tell me how to make curved walls and thiner ones the walls i make are really thick and that is a thin as i can get them
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: Chef-Killer on June 18, 2012, 11:57:55 AM
Splitted the question from the other map topic.

Use the 16 unit grid instead of the 64 unit default grid to make smaller brushes.
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: KnacK on June 18, 2012, 12:17:46 PM
0_o
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: Clipz on June 18, 2012, 03:38:05 PM
Knack Shack is still the #1 map of all time.
Title: Re: BSP Editing Tips, aka "How to make a map."
Post by: Rick on June 19, 2012, 06:00:47 PM
What about knack_jump.bsp????
Title: Re: Guide: General BSP stuff I
Post by: maCHAMPion on July 18, 2012, 07:21:28 PM
Is There A List With All The GameModes numbers Somewhere? (ex. gamemode "1" Is Death Match)
Title: Re: Guide: General BSP stuff I
Post by: deadfroggy on July 19, 2012, 01:05:24 AM
sure:
http://www.digitalpaint.org/v2/docs/ents.html
have a nice day :)
Title: Re: Guide: General BSP stuff I
Post by: T3RR0R15T on July 19, 2012, 09:23:16 AM
We have some more:

1 - DM
2 - 1 FLAG
4 - 2 FLAG   
8 - SIEGE
16 - KOTH
32 - ELIM
64 - PONG
128 - TDM
Title: Re: Guide: General BSP stuff I
Post by: deadfroggy on July 20, 2012, 01:08:09 AM
didnt know them O.o :)
Title: Re: Guide: General BSP stuff I
Post by: twilightsparkl on May 13, 2013, 10:21:04 PM
Texture lock doesnt seem to work, when i drag a vertex the texture doesnt stretch with it.
Title: Re: Guide: General BSP stuff I
Post by: twilightsparkl on May 14, 2013, 08:51:51 AM
Knack Shack is still the #1 map of all time.

Where is Knack Shack? I can't seem to find it in the forums.

didn't mean to double post.
Title: Re: Guide: General BSP stuff I
Post by: BASEBALLDUDE on May 16, 2013, 05:24:30 PM
Texture lock doesnt seem to work, when i drag a vertex the texture doesnt stretch with it.
Texture Lock is meant for moving a brush from one place to another, not dragging vertices. My suggestion is to first drag all the vertices you need to drag, then fix the texture.
Title: Re: Guide: General BSP stuff I
Post by: twilightsparkl on May 16, 2013, 06:40:50 PM
go to your maps folder delete a file called inprogress. then make a new map folder called inprogress