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InsideQC Forums • View topic - Definitively identifying BSP bmodels

Definitively identifying BSP bmodels

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Definitively identifying BSP bmodels

Postby mh » Thu Nov 12, 2009 11:39 pm

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Postby revelator » Fri Nov 13, 2009 12:09 am

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Postby metlslime » Fri Nov 13, 2009 1:02 am

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Postby metlslime » Fri Nov 13, 2009 1:07 am

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Postby frag.machine » Fri Nov 13, 2009 1:08 am

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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Postby Spike » Fri Nov 13, 2009 1:29 am

define 'the world'...
originally, external bsp objects were going to be used for doors/plats/etc, and should thus be equivelent to inline models. No pvs required, but you potentially need everything else, including lightmaps, however awkward they are.
Even pickups have full collision/hulls/etc.

cl.worldmodel. if its NULL, then either the server is loading, or the current model is world.
Supposedly.
if sv.active is true, then any bsp loading is on behalf of the server, and the server's sv.worldmodel could be used instead. its horrible, I know.
FTE uses this, but only for texture replacements.


reckless, q2 only supports a single bsp file at any one time. inlines are not the issue here.
.
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Postby Labman » Fri Nov 13, 2009 2:45 am

In QMB I made ammo/health boxes flash like they did in unreal, it seems to be based off having the model->firstmodelsurface equal to 0.
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Postby r00k » Fri Nov 13, 2009 4:51 am

for mei defined everything BUT the worldmodel AS a brushmodel. this way i only have to segregate the world and define the rest. Yet i have abandoned bsp ammo healthboxes long ago for mdl versions that carry correct lighting/shadows etc :P
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Postby mh » Fri Nov 13, 2009 5:04 pm

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