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quake model to bsp?

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Biodude Joined: 27 Aug 2008 Posts: 83 |

Posted: Tue May 26, 2009 12:39 am Post subject: quake model to bsp? |

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 |

Posted: Tue May 26, 2009 1:56 am Post subject: |

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 |

Posted: Tue May 26, 2009 6:08 am Post subject: |

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

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r00k Joined: 13 Nov 2004 Posts: 483 |

Posted: Tue May 26, 2009 6:29 am Post subject: |

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 |

Posted: Tue May 26, 2009 10:07 am Post subject: |

ok, thanks for the help guys

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siska.robert Joined: 17 Feb 2010 Posts: 9 Location: Czech Republic |

Posted: Sun Feb 21, 2010 12:56 pm Post subject: bsp models |

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. _________________ http://int21h.ic.cz/users/BOby/portal.html

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Chip Joined: 21 Jan 2009 Posts: 314 Location: Romania |

Posted: Sun Feb 21, 2010 9:35 pm Post subject: |

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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My Projects: Quake 1 Mods | OpenQuartz 2 | ChipQuake

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Error Inside3D Staff Joined: 05 Nov 2004 Posts: 558 Location: VA, USA

Posted: Mon Feb 22, 2010 12:13 am Post subject: |

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. _________________ Inside3D : Knowledge Is Power Darkplaces Documentation Wiki

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

Posted: Mon Feb 22, 2010 1:48 am Post subject: |

.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 |

Posted: Mon Feb 22, 2010 3:35 am Post subject: |

..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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