Question about GLnodes
Posted: Sun Jun 18, 2006 4:29
I was wondering. Would building GL nodes with the GL based node building (there is a GL version of ZDBSP, right?) make my maps run faster in GL mode? O_o LIke the 3d floors and such.
I have to build nodes with ZDBSP by default since i use a lot of poly objects. But I do this with Doombuilder, is there a way to do this without DB (like just dragging the map into the ZDBSP.exe)?Graf Zahl wrote:No. If no GL nodes are not found they are built internally. For large maps it will load the maps faster though. And BTW, don't even bother building normal nodes for GZDoom maps. They serve no use because the engine can't render the map with them.
Best build compressed GL nodes with ZDBSP. They have the advantage that both GZDoom and ZDoom can read the map without requiring an internal node build.
Code: Select all
zdbsp -z -x -b -r %1
del %1
ren tmp.wad %1
And if you need Drag&Drop, you can Drag&Drop the WAD on the batch fileGraf Zahl wrote:You have to specify the correct command line options so Drag&Drop won't work.
Here's a small batch I am using to build nodes:
Good idea, but I can't resist embellishing it for the Win 2K/XP CLIGraf Zahl wrote:You have to specify the correct command line options so Drag&Drop won't work.
Here's a small batch I am using to build nodes:
Code: Select all
zdbsp -z -x -b -r %1 del %1 ren tmp.wad %1
Code: Select all
@echo off
echo.
echo %0 - Create nodes for GZDoom-specific WADs
echo.
rem
setlocal
set inf=%~dpnx1%
set tmpf=%~dpn1%.bsptmp
zdbsp -z -x -b -r -o %tmpf% %inf%
set err=%errorlevel%
if %err% neq 0 exit /b %err%
move %tmpf% %inf%
set err=%errorlevel%
if %err% neq 0 exit /b %err%
endlocal