AnthonyJ wrote:Not too much on editors - I have been modding id engines since I left the Atari, and released mods for q2, q3 and q4 (as well as engine side tinkering for all 4 generations of quake) so pretty familiar with the way things are put together. I did play with making an editor for q3 but gave up pretty quickly when I realised the amount of work it would take. As shown by my reply it is a while since I touched anything other than idTech4 though!
Then this must look a bit like archaeology by comparison.
AnthonyJ wrote:For q2 might want to look into whether the q2map shipped with recent gtkradiant builds does a better job at making well optimised bsps for q2 as I believe someone built new compiler tools based on q3map2 (a second iteration of the q3 bsp compiler). Probably not much use for ids maps but for new content it might provide better results.
I did wonder if the newer BSP tools would be better - but OTOH I see a lot of 'decay' and serious paradigm shifts in techniques as well, as machines have got immensely more powerful, they soak up a lot of problems more easily, and in different ways. The sorts of BSPs which would suit the little Atari machines best might be far from what we get from modern tools.The most interesting technique I have played with slightly increases the complexity/depth of the BSP, and trades off some balancing, in order to greatly increase isolation of detail. The impact it has on rays cast into the tree is considerable - fewer interactions with hyperplanes, good for LOS tests and collision detection. Also good for render culling because each cull removes more details, even if the actual world area being culled is smaller.