Extracting submodels like doors and such out of the world's BSP would be nice; I don't remember if QuArK can do it, but its map editor allows for opening pre-compiled BSPs and drawing new brushes over them, which makes it easier to create identical models.
Ph'nglui mglw'nafh mankrip Hell's end wgah'nagl fhtagn.
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that's what modeldecompile is for! When I mean anything I damn well mean anything.
ALSO: DON'T FORGET NOESIS, THE MODEL IMPORTSTEALFROMJAPANESECONSOLEGAMESANDMAKEGMODRAGDO- I mean STUDY tool! That can open BSPs and export OBJ files as well but i'm not sure if its scale is relative to quake units.
leileilol wrote:that's what modeldecompile is for! When I mean anything I damn well mean anything.
ALSO: DON'T FORGET NOESIS, THE MODEL IMPORTSTEALFROMJAPANESECONSOLEGAMESANDMAKEGMODRAGDO- I mean STUDY tool! That can open BSPs and export OBJ files as well but i'm not sure if its scale is relative to quake units.
It can export Q1/HL/Q3 BSP's fully intact with textures and texture references, to any supported output format. You could even go bsp->mdl, if you'd like to see a hilarious tragedy. (well, unless your BSP geometry is small enough to exist within the limited vertex precision)
Scale also remains identical to the original BSP scale, unless you specify otherwise with the -scale option.