[Virtools] Quake3 levels in Dev (new pluging)

Subject: [Virtools] Quake3 levels in Dev (new pluging)
From: cgiscript@xxxxxxxxxx
Date: Tue, 27 Jan 2004 17:40:15 -0500
Hey, today i released a new plugin, BspPack for Vdev 2.5, its a full pack to load, render, use fx and manage bsp files (quake3:arena compatibles), i implemented 100% of the file format (PVS/bsp, lightmaps, advanced lightmaps, light grids, fog....) and added a lot of features (like dynamic lighting).
 
It uses the PVS/Bsp structure to render the level at high framerates, and the bsp for fast collision detection
 
The pack includes a help file, some tutorials and example bsp files, read the documentation, and please, in the compositions, in the LoadLevelGeometry bb, set the "file" and "texture dir" to the bsp file and textures folder in your installation (full path)
 
Check the example_cmos folder as this has some compositions to show how PVS/Bsp works and how to load the maps and set the camera with the entities from the level editor. And be sure to check the tutorial3, this shows how you can use custom entities and automate them, so you can easy make a mod enabled game ( external users can make custom maps to extend your game and use your custom entities)
 
Some examples have missing textures, i didnt include as some of them are copyrighted. As im using another render engine, i cant include it, for this you need to put a LevelVisibility bb after the LoadLevelGeometry bb, so the level gets rendered ( will be rendered with PVS/Bsp optimization), just define the camera you want in the second parameter of the Manager dll.
 
Note. Because of the lack of feedback/interest in my last plugin (the cloth simulator), i think the virtools comunity (and the virtools company too) is not very interested in plugins or support the external development of dev addons. As this is the case, i put some limitations in the pack, so its like a demo ( but it think it can be still be fully used), so only interested people contact me if they need it
The limits are : levels cant be saved, maps delete after each reset, dynamic light structure cant be saved, collision detection removed, removed a few render optimizations (still is very fast), some bbs disabled, and can be used only in non comercial projects ( still very optimistic)
Andres
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