BSP2 has arrived. This is an extension of the old format for compiled maps, BSP files. It raises a few limits such as the permitted maximum vertices and clipnodes for a Quake level. There is a new set of tools for this, based on “Bengt Jardrup’s tools”.
TxQBSP2; WVisBSP2; and LightBSP2. There are currently Windows versions being tested inside RMQ. The format requires engine support, for which MH wrote a document that should help engine coders implement BSP2 support.
The limits have been raised to about double their old values, IIRC, but I think MH isn’t announcing any exact values yet because the stuff is still being field tested.
The entire stuff will be released when it matures some. The person who did the splendid job was MH, author of DirectQ and RMQ engine coder.
Skip support has been integrated into TxQBSP2 (no more extra skip tool needed). A fix that makes origin-rotating bmodels work properly was ported from hmap2, with the friendly help of Lord Havoc (Darkplaces author).
Thus the new TxQBSP2 also supports RMQ rotating entities (ie proper rotating brushes with working collision, using a point entity to mark the origin). The mapping guide has been updated with a graphical example of a rotating door using the “new method”.
From the department of “credit where credit is due”: Gnounc has made some cool assets for RMQ, like this pretty boat. We’re already using quite a few map models. This is something that will increase a lot in the future.
Boats? Yes, water should also become a lot more interesting in RMQ.