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  • Makes use of the BSP tree, and is supposed to be very fast.
    244 bytes (43 words) - 19:24, 7 May 2008
  • Valid syntax: "maps/jrwiz1.bsp" or "ouch!\
    382 bytes (58 words) - 16:22, 29 March 2013
  • | maps/b_batt0.bsp ||style=text-align:right| 5044 || 00bc989f4c8d2570a2826a63c7356a27 | maps/b_batt1.bsp ||style=text-align:right| 4620 || 555bc0cb0b5c2ad2ed0110f307e70679
    65 KB (10,836 words) - 18:57, 4 July 2021
  • F means: Hard limit as a consequence of Q1 file format (typically BSP). Increasing requires a format change. == BSP ==
    6 KB (530 words) - 12:59, 19 January 2014
  • ...o.bsp'' in a directory ''maps'' would technically have the name ''maps/foo.bsp'' which has a length of 12 characters. Consider a map <code>maps/start.bsp</code> existing in the following files and paths:
    6 KB (921 words) - 19:28, 4 July 2021
  • ...mically by [[QuakeC]]. The server will support hard-coded values from the bsp even if the [[progs.dat]] was not compiled with the .alpha field.
    10 KB (1,647 words) - 11:57, 3 December 2009
  • Model: maps/b_bh10.bsp Model: maps/b_bh25.bsp
    512 bytes (72 words) - 16:22, 29 March 2013
  • ...file]], which generated by a [[level editor]], into a [[Quake file formats|bsp file]], which is ready to be played in-game. It generally consists of thre ...eded textures from the [[wad file|wad files]] and repackages them into the bsp file. After this step, the level can be loaded into the game engine. Howe
    2 KB (297 words) - 15:38, 3 September 2023
  • ...ed [[Quake file formats|wad file]] (or files) and repackages them into the bsp file. After this step, the level can be loaded into the game engine. Howeve ...e associated wad files. At runtime, the engine will load textures from the bsp, not the wad files.
    3 KB (589 words) - 04:14, 23 January 2021
  • ...ompiling]]. It calculates lighting and shadows for a [[Quake file formats|bsp file]] previously generated by [[QBSP]]. ...rface]] in the level, and saves that data as [[lightmap|lightmaps]] in the bsp file.
    2 KB (324 words) - 20:36, 29 May 2020
  • ...]]. It calculates visibility (or [[PVS]]) data for a [[Quake file formats|bsp file]] previously generated by [[QBSP]]. With PVS data, the engine need onl ...r of visleafs can see each other, is then compressed down and saved in the bsp file.
    3 KB (463 words) - 22:34, 16 June 2018
  • ...n of the entity meaning <code>setsize()</code> should not be used on them. BSP entities will automatically store their model name in their '''model''' fie ...h to the model file to set. Can be a model (.mdl), sprite (.spr) or BSP (.bsp).
    1 KB (208 words) - 10:35, 31 July 2023
  • For BSP entities, do not use this function. <code>setmodel()</code> will automatica ...her entities will work fine if you deviate from these, but collisions with BSP models specifically will become imprecise. Use caution when going outside t
    1 KB (221 words) - 10:47, 31 July 2023
  • 2 KB (281 words) - 11:39, 2 August 2023
  • ...iles are used by Quake compilers to generate the final [[Quake_BSP_Format|.bsp file]] levels that can be loaded by the Quake engine. Think of the .map fil ...external things we will need along with our .map file to create our final .bsp level.
    20 KB (3,615 words) - 14:46, 9 September 2022
  • ...n of the level. In any case where a player is entering a level named start.bsp ''(this needs to be tested as the level name might not be a factor)'' from
    772 bytes (141 words) - 05:42, 25 March 2013
  • ...]] where to look for wad files so that it can include the textures in the .bsp file it outputs.
    7 KB (1,110 words) - 23:41, 28 May 2022
  • ...ll make it the size of a [[Shambler]] (64*64*96 units). Using any kind of .bsp and .mdl model is the easiest way, but it bears the risk of producing incom
    11 KB (1,869 words) - 17:27, 7 April 2013
  • ...y [[QBSP]] and its related compiling tools to create a [[Quake_BSP_Format|.bsp file]] used by Quake as levels. They are generally created by [[Mapping_too ...brush are '''NOT''' stored in the map file. The vertices are determined by BSP (or a level editing program) by computing the intersections of the planes.
    7 KB (978 words) - 07:36, 21 March 2023
  • Quake levels are stored in a BSP file (extension: .bsp). BSP files are typically a result of processing simple text-based MAP format (ex BSP files are most commonly generated in three steps, with a dedicated tool for
    3 KB (555 words) - 11:21, 29 June 2019

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