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Changes between Initial Version and Version 1 of ~archive/BspModel


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Timestamp:
Nov 27, 2007, 10:37:41 PM (17 years ago)
Author:
landauf
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  • ~archive/BspModel

    v1 v1  
     1= BspModel =
     2== Author ==
     3Claudio & Stefan [[BR]]
     4
     5
     6== Goal ==
     7This module will load and handle  Quake III  levels as proposed in ticket:133. Though QIII-levels are great,
     8they don't offer the extensibility of orxonoxs XML-levels. Thus BspModel is not meant
     9to replace orxonoxs xml-levels. [[BR]]
     10To keep things as simple as possible, we intend  to iplement  a QuakeIII level loader
     11which allows us to load QIII-.bsp files the same way, orxonox lets us load .md2 or .obj models. [[BR]]
     12[[BR]]
     13[[Image(bsp01.jpg)]]
     14[[BR]]
     15[http://people.ee.ethz.ch/~bottac/lightmap_test/ There] you find some recent [http://people.ee.ethz.ch/~bottac/lightmap_test/ screenshots].
     16[[BR]]
     17
     18== Design ==
     19
     20[[Image(BspModel.gif)]]
     21
     22== TODOS ==
     23  * ~~Transparency  as described on [http://graphics.cs.brown.edu/games/quake/quake3.html Rendering Q3 Maps]~~ (Claudio)
     24  * ~~Multitextureing~~ (Stefan, Claudio)
     25  * ~~Lightmapping~~ (Claudio)
     26  * Contents (Bsp Files, Textures)
     27  * ~~Speed optimization~~ (Claudio)
     28  * Support for big endian architecture (50% done)
     29  * Animated Textures (60% done)
     30  * Water
     31  * Collision with patches
     32  * ~~Get the normals of the planes to which the player collided~~  (Claudio)
     33
     34== Road map ==
     35
     36||'''Date'''||'''Claudio'''||'''Stefan'''||'''State'''||
     37||Mi, 03. May||!CollisionDetection: Definition of Interfaces & Implementation||Multitextureing: Implementation|| ||
     38||Mi, 10. May||!CollisionDetection: Implementation [[BR]] Prepare !BspFile and !BspManager for Lightmapping||Multitextureing: Implementation|| ||
     39||Do, 18. May||!CollisionDetection:  Implementation                          ||Lightmapping: Implementation   || ||
     40||Do, 25. May|| Revision & (Support for big endian architecture using SDL_endian) || Revision & (Lightmapping: Implementation)   || ||
     41||Do, 01. June||Overall Enhancement / Review [[BR]] Contetnts [[BR]] Doc ||Overall Enhancement / Review [[BR]] Contetnts [[BR]] Doc                          || ||
     42||Do, 08. June||Project freeze: debug and documentation||Project freeze: debug and documentation|| ||
     43||Do, 15. June||Code finished and working perfectly (hopefully :o)||Code finished and working perfectly ||
     44||Mi, 21. June||Content creation||Content creation|| ||
     45||Mi, 28. June||Content finished: all models work, the world is playable ||Content finished: all models work, the world is playable || ||
     46 
     47
     48== Further Information on the Q3 level format == 
     49
     50[http://graphics.cs.brown.edu/games/quake/quake3.html Rendering Q3 Maps] by Morgan McGuire[[BR]]
     51[http://graphics.stanford.edu/~kekoa/q3/ Unofficial Quake 3 Map Specs ] by Kekoa Proudfoot[[BR]]
     52[http://www.devmaster.net/articles/quake3collision/ Quake 3 Collision Detection] by Nathan Ostgard