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Article #283626Re: Hardcode Quake II Question: BSP Visibility.
From: Phil Frisbie Jr.
Date: Fri, 12 Mar 1999 00:00
Date: Fri, 12 Mar 1999 00:00
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-=NukE=- / Wuergihn wrote: > > hi. > i've got a question about quake II's bsp file format: <snip> > > the comments says _byte_ offset but in the struct its called > _bit_ofs.... > the values for dvis_t.bitofs are rather high (40k), so i think it's a > _bit_ offset. (right?) > > the _compressed bit vectors_ are probably the same as the visibility > list from quake I bsp. (right?) > > BUT: what is PHS and PVS?? how do i use these variables? > perhaps there are more than one dvis_t, so dleaf_t.cluster refers to a > whole struct? > Long question, but a short answer ;) If you don't already have it, get the Quake II utils source code, and look at the source code for QRAD. Especially look at qrad3.c to see how to use the PVS (PHS is the same format). Also look at DecompressVis() in the common source file bspfile.c. Phil Frisbie, Jr. Hawk Software http://www.hawksoft.com
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From: "Phil Frisbie, Jr." <ph...@hawksoft.com> Subject: Re: Hardcode Quake II Question: BSP Visibility. Date: 1999/03/12 Message-ID: <36E941FC.F69C4875@hawksoft.com> X-Deja-AN: 454245667 References: <7c9ake$jfi$1@news.netcologne.de> Organization: Hawk Software Mime-Version: 1.0 Newsgroups: alt.games.quake2,comp.graphics.algorithms,comp.graphics.api.opengl,comp.multimedia,comp.sys.ibm.pc.demos,de.alt.games.quake,nl.comp.games.quake,rec.games.computer.quake.misc,rec.games.computer.quake.quake-c,uk.games.computer.quake Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 7bit