Using bsp with NxOgre

Artunsan

19-03-2007 11:42:30

Hi there,

I'm pretty new to NxOgre, so please forgive my ignorance. But I'm searching since 2 days and I couldn't find out how to create a static geometry from a bsp file in NxOgre. It's pretty easy to use bsp in Ogre, so we decided to use bsp as level format in our little project.

The following code works very nice in ogre, but since I can't integrate it to NxOgre, it just floats there without any material.

mSceneMgr->setWorldGeometry("ogretestmap.bsp");

The createStaticGeometry function in nxogre_scene.h seems interesting, but as I understand you can only add meshes with that.

Is there any way of creating all meshes and nodes etc from a bsp file?

PS: I really searched the tutorials, wiki, forum, google etc but I can't find anything about this.

betajaen

19-03-2007 11:53:23

BSP being out of date aside.

Nope, You would have to convert the BSP level into a mesh and feed it into a meshShape.

Artunsan

19-03-2007 12:03:11

Wow thanks for the fast response. :)

Then we should probably change the level formats. We haven't started with the implementation of those anyway. For now we only plan to do interior maps, thats why we thought bsp would be handy.

What would you recommend instead? Can a map be created directly as a huge mesh?

betajaen

19-03-2007 12:06:48

I would use something like octree or something similar. There have been talks of portal scenemanagers on the main forums, which you could contribute with.

But for now a regular old scene manager is perfect ;)

betajaen

19-03-2007 12:16:34

Also as with graphics you could break up the meshes into different rooms, and only turn them on where the player is near by. Freeze any bodies when the player leaves (so they don't fall through).

You could even use FXScenes to help with framerates for non-gameplay objects.