Bmodel: Difference between revisions
Jump to navigation
Jump to search
SirYodaJedi (talk | contribs) mNo edit summary |
SirYodaJedi (talk | contribs) mNo edit summary |
||
Line 1: | Line 1: | ||
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]]. | 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]]. | ||
The [[struct]] used to define bmodels in {{file|bspfile|h}} is {{code|dmodel_t}}.{{why}} | |||
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. |
Revision as of 17:07, 13 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.
The struct used to define bmodels in bspfile.h
is dmodel_t.[Why?]
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.