Bmodel: Difference between revisions
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With the exception of the bmodel used by [[worldspawn]], are called from an [[entity]] using {{code|<nowiki>*#</nowiki>}} in the {{code|model}} [[KV]], wherein # is a number representing the location of the bmodel in the BSP file. Worldspawn always uses bmodel 0. | With the exception of the bmodel used by [[worldspawn]], are called from an [[entity]] using {{code|<nowiki>*#</nowiki>}} in the {{code|model}} [[KV]], wherein # is a number representing the location of the bmodel in the BSP file. Worldspawn always uses bmodel 0. | ||
* In {{quake|4.1}} and {{goldsrc|4.1}}, any entity can use bmodels from a separate BSP file from the currently loaded map. If a bmodel is loaded from a separate BSP separate, the worldspawn bmodel will be used. | |||
:{{note|All [[point entity|point entities]] can use [[MDL]]s, [[SPR]]s, and separate [[BSP]] models interchangeably.}} | :{{note|All [[point entity|point entities]] can use [[MDL]]s, [[SPR]]s, and separate [[BSP]] models interchangeably.}} | ||
:{{modernImportant|Bmodels contained in separate BSPs are usually fullbright, because they cannot inherit lighting info from the world.{{tip|Use [[ericw-tools]] and compile with {{code|-dirtdebug}} to apply some generic ambient occlusion to the standalone BSP model's lightmaps, improving visibility.}} }} | :{{modernImportant|Bmodels contained in separate BSPs are usually fullbright, because they cannot inherit lighting info from the world.{{tip|Use [[ericw-tools]] and compile with {{code|-dirtdebug}} to apply some generic ambient occlusion to the standalone BSP model's lightmaps, improving visibility.}} }} | ||
* In {{src|4.1}}, only bmodels built into the current [[map]] can be used.{{confirm}} | |||
[[Category:Glossary]] | [[Category:Glossary]] |
Revision as of 15:37, 11 August 2023
A bmodel (short for brush model) is a model made out of BSP brushes. These are normally called from within the currently loaded BSP map file. Each bmodel uses its own BSP tree; there is a bmodel for worldspawn, as well as bmodels for each brush entity.
With the exception of the bmodel used by worldspawn, are called from an entity using *# in the model KV, wherein # is a number representing the location of the bmodel in the BSP file. Worldspawn always uses bmodel 0.
- In
Quake and
GoldSrc, any entity can use bmodels from a separate BSP file from the currently loaded map. If a bmodel is loaded from a separate BSP separate, the worldspawn bmodel will be used.
Note:All point entities can use MDLs, SPRs, and separate BSP models interchangeably.
Important:Bmodels contained in separate BSPs are usually fullbright, because they cannot inherit lighting info from the world.
Tip:Use ericw-tools and compile with -dirtdebug to apply some generic ambient occlusion to the standalone BSP model's lightmaps, improving visibility.