bsp models

Discuss the construction of maps and the tools to create maps for 3D games.
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ceriux
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Joined: Sat Sep 06, 2008 3:30 pm
Location: Indiana, USA

bsp models

Post by ceriux »

how do you make bsp models? like the explode boxs?
frag.machine
Posts: 2126
Joined: Sat Nov 25, 2006 1:49 pm

Post by frag.machine »

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).
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
ceriux
Posts: 2230
Joined: Sat Sep 06, 2008 3:30 pm
Location: Indiana, USA

Post by ceriux »

the origin needs to be 0 0 0?
frag.machine
Posts: 2126
Joined: Sat Nov 25, 2006 1:49 pm

Post by frag.machine »

No, but makes things easy. What are you exactly doing ? Replacing some BSP model or creating a new one ? If it's the first case, sticking to '0 0 0' is usually a good idea.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
ceriux
Posts: 2230
Joined: Sat Sep 06, 2008 3:30 pm
Location: Indiana, USA

Post by ceriux »

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.
Madfox
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Post by Madfox »

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.


Image
frag.machine
Posts: 2126
Joined: Sat Nov 25, 2006 1:49 pm

Post by frag.machine »

Your models are great, Madfox. But is the burning barrel an alias model or a sprite ? It looks funny, a bit out of perspective, exactly the way a sprite would look.
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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