![]() |
This tutorial will take you from installation of all tools, configuration and finally your first BSP map loaded successfully into Blitz Basic 3D.
To complete this tutorial you will need the following installed on your computer.
I would recommend installing your programs in the following order. Assuming that BB3D is already installed and running the latest update.
Assuming that you have installed the applications correctly and in their default locations the following should get you well on your way to creating your own Q3 bsp maps.
Once you have selected the correct paths to your q3map.exe and bspc.exe files then we are ready to configure our output directory. Click OK to close the window. Now that you are back at the main Quark screen. Click on the Games menu again and this time select Output ectories (You will see the screen below)
I recommend changing the default directory that the files are saved in. If you elect not to change the temporary directory you will want to look in your Quake 3 directory under TempQuark. On my system it looks like C:\ProgramFiles\Quake III Arena\TempQuark\ Now that we have finished the hard part, lets make a bsp map to load into BB3D. Click on the Map button. It is the first picture icon along the top if you go from the left side to the right side. If successful you should see the screen on the next page:
Before we continue with the tutorial I would like to explain some of what you're seeing. The orange section is a top-down view of our map. The upper section with the yellow background is a side view of our map. On the lower left area you will see a "worldspawn" master object with sub objects below it. That's all I am going to comment on the editor for now. You can go to the quark web site and read the tutorial for more information on general functions of the Quark map editor. In future tutorials I will be including information specific to editing these BSP maps for BB3D. Now lets get back to work!
If you look at the hierarchy on the lower left corner you will see three objects branching off the "worldspawn". The borderwalls make up the room, the light represents (well a light) the lighting information for your world. But the info_player_deathmatch object is unnecessary for our BB3D program so lets delete it. Time to compile. The most frustrating lesson I had to learn about bsp files is that they can be compiled with different options that add lighting and visibility information to the level. You need not concern your self much with this fact other then to know that you should follow four steps to successfully compile your level. Click on the Quake 3 menu and you should see the image below:
The four steps to successful compilation:
Go to the output directory that you selected in steps 6 and 7. In there you will find several sub folders. The two folders that you're interested in are the Map folder and the Texture folder. The Map directory: In the map directory there are two files of significance. The newmap.bsp file is what you have worked so hard to achieve. Take that file and copy it into a new directory that you will set aside for your BB3D BSP testing. The other file newmap.map is the file that you would load if you wanted to open and further edit your creation. The Textures directory: Inside the textures directory you will find a bunch of $#%#^ subdirectories for which you will have to copy each and every texture file from and paste into that BB3D Bsp test folder that we created so that all the textures are in the same directory as the newmap.bsp file. Just in case you were wondering, if you don't copy all the textures correctly your bsp file will be loaded without texture information. (One tip that I read on the BB3D forums is that you should put all your textures into a .pak file and use them in the editor so you can just unzip them to your final directory without all these copy hassles, I will cover that in a later tutorial.) NOTE: Your bsp and all your textures must be in the same directory to work properly in this version of BB3D.
Preparing the program: Now its time to load this thing into BB3D, but since this tutorial is long enough as it is I am going to cheat a little and use Mark Siblys BSP demo code so that Mario can explore our new creation without us having to do much coding. Take Mark Sibly's files from the BSP demo and copy them into your BB3D Bsp testing directory. I also need you to copy the start.bb file that I believe is located in your BB3D Samples folder into your BB3D Bsp directory that you created. Now open up the .bb file that contains Marks BB3D Bsp demo code. You will need to make two changes.
Go ahead and run the program. If your lucky you will see Mario in the middle of the world that we have created. Hopefully it's textured. If you look up you will see the sky from the world outside of your bsp file. There is actually an interesting artifact that can be used to create windows from your bsp worlds out into your overall BB3D universe. But that will all be covered in a more advanced tutorial. For now enjoy, run around and throw some fireballs! When you're done you will probably want to do two things:
You will want to clean out the temporary output directory (at least the texture files) so that you are not copying over more files then are necessary. Have Fun and feel free to e-mail me with comments or questions: Comfixit
For a printable copy of this article, please click HERE.
This site is Copyright© 2000-2004, BlitzCoder. All rights reserved.
|