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InsideQC Forums • View topic - bsp models

bsp models

Discuss the construction of maps and the tools to create maps for 3D games.

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bsp models

Postby ceriux » Fri Feb 19, 2010 10:19 pm

how do you make bsp models? like the explode boxs?
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Postby frag.machine » Fri Feb 19, 2010 10:49 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).
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 ceriux » Fri Feb 19, 2010 11:32 pm

the origin needs to be 0 0 0?
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Postby frag.machine » Sat Feb 20, 2010 4:29 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 ceriux » Sat Feb 20, 2010 4:48 am

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Postby Madfox » Sat Mar 13, 2010 6:09 pm

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.


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Postby frag.machine » Sat Mar 13, 2010 11:34 pm

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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