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id Tech 4 (Doom3/Prey/Q4) => id Tech 4 Level Editing => Topic started by: VGames on September 11, 2015, 08:21:20 AM

Title: When to bsp and when not to bsp
Post by: VGames on September 11, 2015, 08:21:20 AM
Ok I've added stuff to maps and I've taken away from maps but when is it actually necessary to recompile a map. Like if I opened up a map with notepad and added a skin command to a monster so that it would have a certain skin would I need to recompile that map? I always do but I'm looking at making skin changes to a lot of maps and was hoping to hear I didn't have to recompile them all.
Title: Re: When to bsp and when not to bsp
Post by: The Happy Friar on September 11, 2015, 11:13:56 AM
Change brushwork then you need to BSP it.  All models & entities are handled in real time.

If you add a monster size that wasn't in the map before you want to BSP so it compiled the AAS for that monster size.  You don't NEED to if you want to just walk around though.
Title: Re: When to bsp and when not to bsp
Post by: VGames on September 11, 2015, 02:36:36 PM
Ok so if I swap out a Zsec for an imp or a zombie for a different zombie there's no need to bsp especially if there are already monsters in the map that are the same as the one you are planning to add?
Title: Re: When to bsp and when not to bsp
Post by: bkt on September 11, 2015, 04:10:53 PM
Test it yourself :)

Generally speaking, if you change anything that modifies the AAS zones then you'll need to recompile.  Looking into how these systems work will help you out a great deal in general.
Title: Re: When to bsp and when not to bsp
Post by: VGames on September 11, 2015, 06:06:00 PM
I've tested it out and things seem ok, but I wasn't sure if something was broke that I wouldn't notice because I don't know much about mapping. Thanks for the help.