How to work efficiently using BSP?
I have a question regarding building a level using BSP. I'm quite new to level design and I'm trying to build a simple tutorial, consisting of a few "chambers" (similar to Portal).
When I started building the level for the first time I created a cube, made it hollow and deleted the external faces. That way, I thought, it would be a lot easier, because I could see the inside of a corridor while being outside of it. Then I started extruding the cube to create the corridors. Sadly, during developement a few problem have arisen. Mainly - I couldn't create additive shapes outside of the chambers (they were invisible; meanwhile subtractive shapes carved holes in the air) and the editor started crashing. It looks like I broke something :/
So I decided to do it another way. I started building the level using modular pieces. Every wall, ceiling, etc. became a seperate cube.
This took me a LOT more time to create and I can't look at my level from the outside, but this time nothing was broken, at least.
So now I'd like to ask - what's the best way to work with BSP. Is it one of the techniques I used? If not, what method should I use to create my level?
Your first method should work but you may be using add / subtract BSPs incorrectly. When you're placing add / subtract BSPs, they are put in a stack. The most recent BSP will override the ones before it. This means if you place an additive Cube BSP, then a subtractive Cube BSP that intersects it, it will subtract part of the BSP. If you put another additive Cube BSP that is intersecting the subtractive one you just placed, it will not be subtracted from. I don't know of a way to reorder BSPs once they have been placed, so deleting and re-adding would be the only method.
I hope this helps. If you still need help, please let me know.
answered May 18 '15 at 09:02 PM
Matthew J ♦♦ STAFF
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