Old School Operations
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The public may never know. :biggrin:
True, but also nobody has made yet a custom map. Someone skilled could look into quake 2 bsp source and rf source, and could make something, nobody went that far. Also that map tool comes with full source, again someone skilled could expand the coding and add bsp editing directly in the map tool, and edit terrain live in editor. Would be cool to see any server bringing something new to the table, yet time is passing and we "the peoples" have to move onThings are not shared because 99% of the people leech or just sell them as their own.
Dealing with the bsp binary is easy, but I'm not come from programming background, dealing with the contain is harder than expectedTrue, but also nobody has made yet a custom map. Someone skilled could look into quake 2 bsp source and rf source, and could make something, nobody went that far. Also that map tool comes with full source, again someone skilled could expand the coding and add bsp editing directly in the map tool, and edit terrain live in editor. Would be cool to see any server bringing something new to the table, yet time is passing and we "the peoples" have to move on
ps. excuse my engrish
Dealing with the bsp binary is easy, but I'm not come from programming background, dealing with the contain is harder than expected:
I can't even understand what is vector, node, leaf, uv, uv lightning, etc:
And I can't write D3D program tool for it :'(
The only thing I manage is draw the 2D mini map based on the bsp.hahaha
True, but also nobody has made yet a custom map. Someone skilled could look into quake 2 bsp source and rf source, and could make something, nobody went that far. Also that map tool comes with full source, again someone skilled could expand the coding and add bsp editing directly in the map tool, and edit terrain live in editor. Would be cool to see any server bringing something new to the table, yet time is passing and we "the peoples" have to move on
ps. excuse my engrish
Then you can start with these, joke, but maybe others really want to learn more about. Some stuff are not really working with RF, but at least there are explanations for what things are, and what they do. ^_^
BSP:To view the content, you need to sign in or register
BSP:To view the content, you need to sign in or register
BSP:To view the content, you need to sign in or register
UV's:To view the content, you need to sign in or register
Lightmap:To view the content, you need to sign in or register
etc:To view the content, you need to sign in or registerTo view the content, you need to sign in or registerTo view the content, you need to sign in or register
Also some things i learned about formats:
.r3e means " r3- rf engine", and last "e" stands for entity, entity are stuff on map like trees, rocks, extra objects placed on map, besides the bsp geometry, also r3e can store simple animation, not sure if is animated texture or object animation.
Theory for .r3m, means " r3 - rf engine ", and last " m " is the material for one or multiple objects, related to shader/texture
Some of us refuse to move on regardless of how much time passes
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hahaha, that is easier to said than to be done, even if I know what it is or how to work with it, I'm still unable to make tool with D3D yet as of now this kind of tool is the only things I can make :
View attachment 163430
well, when the time comes, it will comes after all, RF is just one of my hobby, no need to be in a rush ^_^
hahaha, that is easier to said than to be done, even if I know what it is or how to work with it, I'm still unable to make tool with D3D yet as of now this kind of tool is the only things I can make :
View attachment 163430
well, when the time comes, it will comes after all, RF is just one of my hobby, no need to be in a rush ^_^