View Full Version : Unreal Map Compiling Process !!!!!
Xen
3rd Mar 2000, 11:28 PM
Hello all,
Can somebody tell me (in detail would be better) the whole Unreal Map compiling process i.e if you R use to Quaky Maps....the compiling process would go something like CSG, BSP, RAD etc bla bla bla.
Thanx,
Xen
Jenkins
4th Mar 2000, 01:11 AM
Don't know, don't care. I just let it do it's job.
http://www.planetunreal.com/images/bullet2.gif
Jenkins
RedShirtSlacker
4th Mar 2000, 04:44 AM
Unreal's compiling process is totally internal. It uses no external programs like traditional Quake editors. Other new game engines use this same method. Look at Jet3d for example (available at a site of the same name). It uses a Unreal-like engine and its editor uses a "rebuild" type approach.
As far as the order goes, if you have everything set up right, then it goes like this....
Optimize Geometry
Build BSP
Zone
Apply Lighting (Raytrace)
and sometimes it jumps back to a certain part of the process and does it all again for a certain Zone. In fact, I'm not sure if it does this same process for every Zone in the level or not. Maybe it's just the ones with special properties.
Wanderer
4th Mar 2000, 09:30 AM
Technically it's a bit more like this.
Rebuild Geometry:
Recreates all existing geometry properly
Establish Zones
Create Quick BSP.
Rebuild BSP:
Optimized BSP
Rebuild Lighting:
Creates lighting according to what you've set it as.
During the first 2 steps you should be wary of BSP holes. Run down to Wolf's Unreal and check out the BSP Faq if you want to know more.
http://unreal.gamedesign.net
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