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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 ceriux » Sat Oct 25, 2014 9:14 pm

in worldcraft/hammer i think you just select all the brushes and right click group. or theres a button that is for grouping dont remember. i think jackhammer behaves exactly the same. but dont quote me.
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Re: Create .bsp models from within maps

Postby Dr. Shadowborg » Sat Oct 25, 2014 10:03 pm

What ceriux said.

First select one of your desired brushes, then hold ctrl, select the rest of your brushes, then right click, group. Note that this group only works if you save your file as a .jmf, saving as .map format will forget your group. Note that you will need to use a modern compile toolset like tyrutils or bjp, as it saves in the superior valve 220 .map format. (superior because it saves some texture scaling / location data stuffs, unlike the older .map format)

Not a problem really, if all you want to do is create some external .bsp model for use ingame.

Beware of complex geometry doing this though, as I don't think you'll get proper collision the way you would with a baked-into-the-map brush. (simple box type geometry should work fine though...I think.)

Offtopic: I don't know if there are any q2bsp compile utils that support using the valve 220 .map format yet...haven't had time to investigate that much yet...if there isn't, somebody should make some.
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Re: Create .bsp models from within maps

Postby mankrip » Sun Oct 26, 2014 11:20 am

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Re: Create .bsp models from within maps

Postby Cobalt » Sun Oct 26, 2014 5:09 pm

Ok, nice !

I was able to group them, then did copy into a new map like Scarecrow said earlier. I did : 'move to world' figuring thats what converts the absolute brush coordinates to absmin / absmax type. Was that what that func really does?

Then I merely deleted the default walls and floors and player starts from the rest of the map so only the telepoeter remains. It did put (1) light entity at its very top I noticed, so I did a compile, and renamed it to the B_EXPLOB.bsp model loaded up e3m1 in deathmatch to take a peek at it. It was not lit very well, and the center texture had: trigger on it and was not the teleporter tex. I reopened it and was able to change that texture to the right one, and added lights that were present in the original B_EXPLOB file from RAW text, just as an experiment, and now the lights are better, and while the teleporter now has the right texture, it somehow enlarged that center area so that its not inside the rest of the model's X coordinates...so its sticking out maybe 5 units or so if you face the teleporter. I also could not figure out how to move / reposition the light ? I figured drag and drop, but its not letting me.

Also, I noticed the wad its using when I was looking at RAW text, its pointing to a wad in the Jackhammer dir. I'm guessing because these textures were part of e1m3's data, would I have to make sure they are all in a 'universal' wad file of sorts if I wanted to be able to use them in other maps ? I suppose its just merely copying the jackhammer wad and putting it in the local ID1 folder?
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Re: Create .bsp models from within maps

Postby Cobalt » Sun Oct 26, 2014 5:32 pm

Ok - hrm. I tried making the center texture 'hollow' to fix the problem but it didnt work. Meanwhile I played around with some textures ....pretty interesting possibiities:

Image
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Re: Create .bsp models from within maps

Postby Dr. Shadowborg » Sun Oct 26, 2014 5:38 pm

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Re: Create .bsp models from within maps

Postby Cobalt » Sun Oct 26, 2014 8:22 pm

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Re: Create .bsp models from within maps

Postby Dr. Shadowborg » Sun Oct 26, 2014 10:13 pm

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Re: Create .bsp models from within maps

Postby Cobalt » Sun Oct 26, 2014 10:46 pm

Last edited by Cobalt on Sun Oct 26, 2014 11:34 pm, edited 1 time in total.
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Re: Create .bsp models from within maps

Postby Dr. Shadowborg » Sun Oct 26, 2014 11:26 pm

Hrm, well loading the item box .maps in GTKRadiant 1.5 then resaving worked for me.

You could just remake the items fairly easy though. Just make the boxes as many qu wide / high as the textures are pixels, and you're done.

Or you could wait till tomorrow and I could convert them for you.
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Re: Create .bsp models from within maps

Postby Cobalt » Sun Oct 26, 2014 11:40 pm

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Re: Create .bsp models from within maps

Postby Dr. Shadowborg » Mon Oct 27, 2014 10:44 pm

Here you go:

http://fbe.am/uKd

Was a bit bigger of a pain that I'd originally thought it would be. Had to add entity "worldspawn" and a pointer to wadfile. Anyway, that's all of the non-level item type .map files, they should load just fine in jackhammer now.
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Re: Create .bsp models from within maps

Postby mankrip » Tue Oct 28, 2014 3:43 am

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Re: Create .bsp models from within maps

Postby Cobalt » Tue Oct 28, 2014 6:22 am

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Re: Create .bsp models from within maps

Postby mankrip » Tue Oct 28, 2014 6:54 am

WinQuake can only use 1 sky texture per level, and this includes the sky surfaces in any external BSP entities. I've fixed that in my engine, but I didn't know the hardware-accelerated ones also had this bug.

Yes, any brushes with turbulent surfaces (water, slime, lava, portals) are compiled as a non-solid part of the BSP file. Vanilla engines ignores this on BSP entities and treats them as solid, but LordHavoc fixed that in DarkPlaces.

The vanilla engines were clearly coded with the mindset that Id Software would never make BSP entities with liquid brushes.
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