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.
The struct used to define bmodels in
bspfile.h
is dmodel_t. The "D" might stand for "display", being consistent with other structs in the file.
With the exception of the bmodel used by worldspawn, bmodels are called from an entity using *# in the model KV, wherein # is an integer index representing the location of the bmodel in the BSP file. Worldspawn always uses bmodel 0, and does not require a model key; in fact, bmodel 0 cannot be loaded via the model key.
- In
Quake, and by extension
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, bmodels, and separate BSP models interchangeably in
Quake and
GoldSrc.
Some brush entities, such as func_illusionary or func_healthcharger can be used as point entities this way, although the defined model must have been prechached.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, or manually paint lightmaps with newbspguy.