[Gtkradiant] BSP monitoring from standard output?

ydnar gtkradiant@zerowing.idsoftware.com
Mon, 16 Feb 2004 15:18:25 -0800


I cc'ed the GtkRadiant mailing list with this message, but your mail 
server bounced it saying my server was blacklisted. Not sure if you 
joined the list before or after the message went through.



Change your engine to not assume MST_PLANAR drawsurfaces are polygons. 
They are indexed triangles, no different from MST_TRIANGLE_SOUP with the 
exception of lightmap data.

This is a common mistake people make when writing a Q3 BSP loader.


Riku 'Rakkis' Nurminen wrote:

>I've just joined the list and am now copy&pasting a message that I
>sent to TTimo (should've posted here in the first place..):
>I'm using GtkRadiant for designing levels for a game that I'm
>developing with the OGRE engine (www.ogre3d.org). However, I can't
>use the q3map2 compiler because for some reasons the engine doesn't
>accept BSPs produced by it (random crashes, it's an issue with the
>engine). BSPs from id software's q3map are working great.
>Anyway, this means I can't use the BSP monitoring in GtkRadiant, which
>I think is a great feature! So by any chance, could there be a
>possibility to catch the output for it from the standard output? I
>don't know exactly how the BSP monitoring works (some network thing?),
>but wouldn't it be possible to e.g. simply catch "** leaked**" etc from
>the compiler output to denote an error? Maybe this capturing-from-STDOUT
>could be an optional user preferences setting, or something?
>                - Riku "Rakkis" Nurminen
>                http://www.rakkis.net
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