bsp models
bsp models
how do you make bsp models? like the explode boxs?
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- Posts: 2126
- Joined: Sat Nov 25, 2006 1:49 pm
Use your favorite map editor. How I do that in QuArK:
1) create a new map;
2) remove the hull brushes (BSP models don't need to be sealed);
3) remove any entities (including start points - it's not a map!);
4) create your stuff normally (for example, a table, a health box or a computer console). Pay special attention in brushes origins and sizes;
5) apply lights if you want to give a more realistic look;
6) run QBSP and LIGHT (VISing is not applicable to BSP models).
1) create a new map;
2) remove the hull brushes (BSP models don't need to be sealed);
3) remove any entities (including start points - it's not a map!);
4) create your stuff normally (for example, a table, a health box or a computer console). Pay special attention in brushes origins and sizes;
5) apply lights if you want to give a more realistic look;
6) run QBSP and LIGHT (VISing is not applicable to BSP models).
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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- Posts: 2126
- Joined: Sat Nov 25, 2006 1:49 pm
ill probably be making a new one... but iv already giving up. i was going to make new entities like the explode boxes and make them objectives. Anyone played League of Legends? i wanted to make a mod like that ... but i have no time... =( call it legends of quake, or hero's of quake or something... idk... woulda been super fun... stuff to look forward to when i get back i suppose... anyways the game is a rts/rpg/deathmatch type game. freakin amazing if u like all types of games.
I made a mod for Quake with all conversed Doom monsters.
Then I came to the point that I wanted to add the same healthbowls and armorskulls.
So I opened the editor and made a sculpture of a bowl and a skull with brushes.
Then I deleted the wallbrushes (you can't use them for a b_model).
Compiled the map with ignoring the leak message and light it a more than usual way.
The resulting bsp I implemented in models.qc and placed the models inside.
As you see the bowl and skull are bsp models,
the burning can is a mdl file.
Then I came to the point that I wanted to add the same healthbowls and armorskulls.
So I opened the editor and made a sculpture of a bowl and a skull with brushes.
Then I deleted the wallbrushes (you can't use them for a b_model).
Compiled the map with ignoring the leak message and light it a more than usual way.
The resulting bsp I implemented in models.qc and placed the models inside.
As you see the bowl and skull are bsp models,
the burning can is a mdl file.
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- Posts: 2126
- Joined: Sat Nov 25, 2006 1:49 pm