Bmodel

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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

    1. 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 Quake and GoldSrc 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.pngNote:All point entities can use MDLs, SPRs, and separate BSP models interchangeably.
Icon-Important.pngImportant:Bmodels contained in separate BSPs are usually fullbright, because they cannot inherit lighting info from the world.
Tip.pngTip:Use ericw-tools and compile with -dirtdebug to apply some generic ambient occlusion to the standalone BSP model's lightmaps, improving visibility.
In Source Source, only bmodels built into the current map can be used.[confirm]