Descent1 .rdl files can be made manually, using the specs spelled out here *.RDL specs
These files are read directly by the game engine, not compiled at all.
I know how to manually create a .map file, and have a compiler convert that to a .bsp file. However I'm interested in creating a .bsp file directly, to get a good understanding of how it works. At first have it all fullbright, and learn lighting later. Anyone know of a site that spells out the details, similar to the site I found covering Descent1 .rdl files?
I get the gist of bsp from this site
Binary space partitioning - Wikipedia, the free encyclopedia
I just need to know exactly how data is written in Quake1 .bsp files.
This site gives a nice overview Quake Source Code Review
But I need the nitty gritty like that given in *.RDL specs
Basically manually create a bsp with no lighting info (like typing r_fullbright 1) and perhaps no vis info (like typing r_novis 1).
These files are read directly by the game engine, not compiled at all.
I know how to manually create a .map file, and have a compiler convert that to a .bsp file. However I'm interested in creating a .bsp file directly, to get a good understanding of how it works. At first have it all fullbright, and learn lighting later. Anyone know of a site that spells out the details, similar to the site I found covering Descent1 .rdl files?
I get the gist of bsp from this site
Binary space partitioning - Wikipedia, the free encyclopedia
I just need to know exactly how data is written in Quake1 .bsp files.
This site gives a nice overview Quake Source Code Review
But I need the nitty gritty like that given in *.RDL specs
Basically manually create a bsp with no lighting info (like typing r_fullbright 1) and perhaps no vis info (like typing r_novis 1).
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