http://www.blitzbasic.com/Community/posts.php?topic=35223
Get in contact with Jedive, he is a very friendly guy who can help. I am sure he has a demo he can provide you with to play around with.
BSP Factory (BSPF) is a nice tool but be aware you won't gain any of the speed gains that the BSP-tree format can offer, such as occlusion.
Natively Blitz3d supports Quake 3 BSP - however, as I'm sure you're aware, there are licencing issues associated with using this format.
BSP Factory is purely a Half-Life BSP to -> .b3d model conversion tool. It does do a few other tricks, such as lightmapping. But ideally you should use it as a tool to convert your maps (with or without prefabs) to a useable Blitz format. Half Life .bsp's can be 'compiled' from .map files using free tools such as Zoner's Half Life Compile tools
I hope that helps, perhaps if you are looking to implement a proper occlusion system, you might also consider a forthcoming tool called PortalPal. Might be worth e-mailing the author if you are interested :)
Get in contact with Jedive, he is a very friendly guy who can help. I am sure he has a demo he can provide you with to play around with.
BSP Factory (BSPF) is a nice tool but be aware you won't gain any of the speed gains that the BSP-tree format can offer, such as occlusion.
Natively Blitz3d supports Quake 3 BSP - however, as I'm sure you're aware, there are licencing issues associated with using this format.
BSP Factory is purely a Half-Life BSP to -> .b3d model conversion tool. It does do a few other tricks, such as lightmapping. But ideally you should use it as a tool to convert your maps (with or without prefabs) to a useable Blitz format. Half Life .bsp's can be 'compiled' from .map files using free tools such as Zoner's Half Life Compile tools
I hope that helps, perhaps if you are looking to implement a proper occlusion system, you might also consider a forthcoming tool called PortalPal. Might be worth e-mailing the author if you are interested :)