Just wondering about BSP trees...

Discussion in 'Mapping Questions & Discussion' started by brimonk, Jun 5, 2017.

  1. brimonk

    brimonk L1: Registered

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    This doesn't directly relate to tf2 mapping, but I'd like to make my own game engine with the overall intent on making a performance centered arena shooter. That being said, I'd like to use Binary Space Partitions to create the maps.

    The real question: are there any existing tools that can be used to view the actual data structures built into the map file (*.bsp) itself, or will I have to spend some time making my own?
     
  2. B!scuit

    B!scuit L3: Member

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    You'll definitely want to look at:
    https://developer.valvesoftware.com/wiki/Source_BSP_File_Format
    https://en.wikipedia.org/wiki/Binary_space_partitioning
    and maybe even:
    Creating a Doom-style 3D engine in C

    I don't know of any tools for analyzing bsp files (except maybe vbspinfo.exe) but I've tried my hand at building my own and it's not too hard
    bsp.jpg (ngons are hard)

    Just be aware that the bsp system is pretty well documented so you don't have to stick to the way source does it!
    Even the original Doom used bsp! But it probably looks very different to what we have in TF2 & other source games like Titanfall!
     
  3. henke37

    aa henke37

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    Remember that the BSP system isn't alone. It works together with PVS.
     
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