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quake model to bsp?

 
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Biodude



Joined: 27 Aug 2008
Posts: 83

PostPosted: Tue May 26, 2009 12:39 am    Post subject: quake model to bsp? Reply with quote

Hey, like the shells and nails on the quake 1 maps, they are in the maps folder, in bsp format.

How can I make a model into this format?

thanks guys. Also, I am looking for someone who can edit quake 1's lmp files- a gfx guy
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MauveBib



Joined: 04 Nov 2004
Posts: 602

PostPosted: Tue May 26, 2009 1:56 am    Post subject: Reply with quote

Oddly, .bsp is the mapping format for quake. Technically the ammo box models are actually maps, loaded up inside other maps!

Any mapping software can be used, but .bsp models are really not recommended. If you're using any kind of modern engine you can rename a model to whatever.bsp to replace the ammo models and it'll work fine.
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leileilol



Joined: 15 Oct 2004
Posts: 1321

PostPosted: Tue May 26, 2009 6:08 am    Post subject: Reply with quote

they're bsps because of perspective and no lighting.
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r00k



Joined: 13 Nov 2004
Posts: 483

PostPosted: Tue May 26, 2009 6:29 am    Post subject: Reply with quote

I thought that was the residual effect of using a bsp in a bsp. I thought the original reason they left them .bsp was because Romero already made them and they were too lazy to make new "boxes" in the newly developed mdl format? On a side note it would be kinda cool to make modular .bsp objects to create a small entire map to play on.
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Biodude



Joined: 27 Aug 2008
Posts: 83

PostPosted: Tue May 26, 2009 10:07 am    Post subject: Reply with quote

ok, thanks for the help guys Smile
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siska.robert



Joined: 17 Feb 2010
Posts: 9
Location: Czech Republic

PostPosted: Sun Feb 21, 2010 12:56 pm    Post subject: bsp models Reply with quote

I think, that it could have reason sometimes. For example, in my portal_gun mod I used bsp models so I could use teleport texture easily.
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Chip



Joined: 21 Jan 2009
Posts: 314
Location: Romania

PostPosted: Sun Feb 21, 2010 9:35 pm    Post subject: Reply with quote

r00k wrote:
[...] On a side note it would be kinda cool to make modular .bsp objects to create a small entire map to play on.


Qoole had prefabs. Really cool. Stairs, lighting fixtures, gates, walls, and even more. They were created in a proprietary format (qle) and imported as objects into the map. Pretty easy.

Too bad Qoole is not supported and changed with improved map specifications (i.e. for modern Quake clients).

Hey, the Qoole source is public! Anyone up to the challenge?
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Error
Inside3D Staff


Joined: 05 Nov 2004
Posts: 558
Location: VA, USA

PostPosted: Mon Feb 22, 2010 12:13 am    Post subject: Reply with quote

I actually map using Qoole 99 (a modified qoole). It's a crap ton better, but still shunned by most "professional mappers".

I just love the interface. It works well at what it does.
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Wazat



Joined: 15 Oct 2004
Posts: 732
Location: Middle 'o the desert, USA

PostPosted: Mon Feb 22, 2010 1:48 am    Post subject: Reply with quote

.bsp format cannot be animated, and probably has a few other inadequacies (though it probably has advantages I don't know about). It has one advantage in that the animated textures etc all work (and independently from each other, I assume). You might be able to do things like light it etc, though I don't know how well that works with the lights in the map the bsp model lives in.

The other advantage with the bsp format is objects with bsp models can have movetype push in Stock Quake.
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xaGe



Joined: 01 Mar 2006
Posts: 329
Location: Upstate, New York

PostPosted: Mon Feb 22, 2010 3:35 am    Post subject: Reply with quote

..I actually bought Qoole 2.50. It's a shame they never fixed the floating-point issues they had even with in the Qoole 99 code base.

Error wrote:
I actually map using Qoole 99 (a modified qoole).
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