RE: [Virtools] Quake3 levels in Dev (new pluging)

Subject: RE: [Virtools] Quake3 levels in Dev (new pluging)
From: "Frede" <frederique.krupa@xxxxxxx>
Date: Wed, 28 Jan 2004 11:03:19 +0100
Hello Andres,

 

Since I now oversee the web and documentation, I have little opportunity to
be proactive on the Swap-Meet, so don't take it personally. However, I am
always happy to promote the benevolent efforts of the Virtools community. 

 

The instructions for getting your component on the Swap Meet are listed
here:

http://www.theswapmeet.com/upload/

 

Send the component and readme.txt to webmaster@xxxxxxxxxxxxx

 

The component is first tested in-house (this can take awhile), then it's
placed in the Swap-Meet  with the contact info and description that you
provide. You determine the right of use for the software and are responsible
for ensuring that it's legal.

If you prefer to keep the file on your server, we can do that as well.

 

Frederique KRUPA

 

  _____  

From: owner-virtools-user-group@xxxxxxxxxxxxxxxxxxxxx
[mailto:owner-virtools-user-group@xxxxxxxxxxxxxxxxxxxxx] On Behalf Of
cgiscript@xxxxxxxxxx
Sent: Tuesday, January 27, 2004 11:40 PM
To: virtools-user-group@xxxxxxxxxxxxxxxxxxxxx
Subject: [Virtools] Quake3 levels in Dev (new pluging)

 

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)

cgiscript@xxxxxxxxxx

Andres



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