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InsideQC Forums • View topic - Create .bsp models from within maps

Create .bsp models from within maps

Discuss the creation of various model formats for Quake engines, and related matters to modeling.

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Re: Create .bsp models from within maps

Postby Cobalt » Wed Oct 15, 2014 4:12 pm

Well I do have the .map source files for the ID maps.

But maybe as a start like you say, I can try to create a new bsp model with that telepad texture, which is called: cop3_4.



[quote="mankrip"Personally, I'd just open the BSP file in Quark and use it as a guide to manually create identical BSP models of the desired parts.
That's what I did to create the BSP sky models of the original ID1 maps for JoyMenu (which used those to make the skies non-solid, in a workaround for the "solid skies" bug of the original maps).[/quote]
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Re: Create .bsp models from within maps

Postby Cobalt » Tue Oct 21, 2014 6:22 pm

So at some point, were all the BSP models like health, ammo etc .map files?
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Re: Create .bsp models from within maps

Postby r00k » Tue Oct 21, 2014 8:01 pm

yes.
i thought they were in the group of .map files for the GPL pak of id maps... (?)

I have some alias .mdl clones somewhere someone made.
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Re: Create .bsp models from within maps

Postby Cobalt » Wed Oct 22, 2014 1:38 am

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Re: Create .bsp models from within maps

Postby mankrip » Wed Oct 22, 2014 6:43 am

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Re: Create .bsp models from within maps

Postby Cobalt » Wed Oct 22, 2014 3:00 pm

Ok, you twisted my arm :)

I opened up a 25 health box's .map file just to see what it looks like:

http://pastie.org/9667793


So it has some lignt already placed into it.


So now I take my (5) models that compose the teleporter:

http://pastie.org/9667805


But I guess I have to chop down their brushes to be min/max type references like the health boxes, not absolute map values ?

Then I guess figure out how they placed light in the health box and replicate it.

Should that do it ?
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Re: Create .bsp models from within maps

Postby mankrip » Thu Oct 23, 2014 5:22 am

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Re: Create .bsp models from within maps

Postby Cobalt » Thu Oct 23, 2014 8:02 pm

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Re: Create .bsp models from within maps

Postby frag.machine » Thu Oct 23, 2014 11:46 pm

If you're really willing to fiddle with .map files you should take a look at the to better understand the file format.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Re: Create .bsp models from within maps

Postby mankrip » Fri Oct 24, 2014 12:17 am

Which editors are you using, exactly?

When editing maps as plain text, it is much, much harder to understand what's going on. It can be nearly impossible.

I personally use Worldcraft 1.6. It's old, but it's easy to learn. There are many tutorials around.

Try a few different editors, while following some tutorials for them. Any of them should help you learn faster.

I'm on my phone, otherwise I would try to find something.
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Re: Create .bsp models from within maps

Postby Cobalt » Fri Oct 24, 2014 5:52 am

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Re: Create .bsp models from within maps

Postby mankrip » Fri Oct 24, 2014 1:49 pm

Do you have a WAD file containing Quake's textures? If not, there should be a program named "MakeTex" in Worldcraft's folder. When you have the WAD file with the textures, go to Worldcraft's configuration window (from menu File->Configuration, iirc), find the tab where the WAD file should be set, click on the button to browse for the WAD file and add it to the list, and you're done.

Set Worldcraft's 3D view to "Textured mode". If the textures were correctly loaded, they will show up in there.
And the texture browser displays all available textures from the WAD file.

I don't know if the process is the same in the newer version of Worldcraft, but the manual/help file can help with that.

After setting the configuration correctly, open the map and select all brushes from the teleporter together. Right-click on the selection, and click on "Move to group" in the context menu. All of the teleporter's brushes will be "glued" together as if they were a single object. Make sure it's still selected, and copy it with Ctrl+C.
Go to the menu File->New, select "Quake" as the map type, and paste the object with Ctrl+V. Move it to the position '0 0 0' inside the editor, add a couple light entities around it, save the file with a new name, and build it.
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Re: Create .bsp models from within maps

Postby Cobalt » Fri Oct 24, 2014 6:25 pm

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Re: Create .bsp models from within maps

Postby Dr. Shadowborg » Sat Oct 25, 2014 12:19 am

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Re: Create .bsp models from within maps

Postby Cobalt » Sat Oct 25, 2014 2:06 am

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