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ceriux



Joined: 06 Sep 2008
Posts: 968
Location: Florida, USA

PostPosted: Fri Feb 19, 2010 10:19 pm    Post subject: bsp models Reply with quote

how do you make bsp models? like the explode boxs?
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frag.machine



Joined: 25 Nov 2006
Posts: 728

PostPosted: Fri Feb 19, 2010 10:49 pm    Post subject: Reply with quote

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).
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ceriux



Joined: 06 Sep 2008
Posts: 968
Location: Florida, USA

PostPosted: Fri Feb 19, 2010 11:32 pm    Post subject: Reply with quote

the origin needs to be 0 0 0?
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frag.machine



Joined: 25 Nov 2006
Posts: 728

PostPosted: Sat Feb 20, 2010 4:29 am    Post subject: Reply with quote

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.
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ceriux



Joined: 06 Sep 2008
Posts: 968
Location: Florida, USA

PostPosted: Sat Feb 20, 2010 4:48 am    Post subject: Reply with quote

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.
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Madfox



Joined: 15 Jan 2005
Posts: 36
Location: Holland

PostPosted: Sat Mar 13, 2010 6:09 pm    Post subject: Reply with quote

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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frag.machine



Joined: 25 Nov 2006
Posts: 728

PostPosted: Sat Mar 13, 2010 11:34 pm    Post subject: Reply with quote

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.
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