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- ...th to the model file to set. Can be a model (.mdl), sprite (.spr) or BSP (.bsp).600 bytes (84 words) - 15:19, 31 July 2023
- ...development of other early Quake editors, such as [[Thred]], [[Qoole]], [[BSP]] and [[Worldcraft]].861 bytes (131 words) - 17:15, 27 March 2013
- ...Half-Life, and can modify the textures stored in Quake [[Quake_BSP_Format|.bsp files]] directly.423 bytes (65 words) - 06:57, 28 March 2013
- 3 KB (415 words) - 12:07, 29 March 2013
- if (world.model == "maps/start.bsp") if (world.model == "maps/e1m7.bsp")32 KB (3,955 words) - 12:11, 29 March 2013
- float SOLID_BSP = 4; // bsp clip, touch on edge, block17 KB (2,133 words) - 12:22, 29 March 2013
- 17 KB (2,355 words) - 12:30, 29 March 2013
- precache_model("maps/b_bh10.bsp"); setmodel(self, "maps/b_bh10.bsp");28 KB (3,525 words) - 12:44, 29 March 2013
- precache_model ("maps/b_explob.bsp"); setmodel (self, "maps/b_explob.bsp");15 KB (1,782 words) - 12:50, 29 March 2013
- 8 KB (1,129 words) - 13:14, 29 March 2013
- precache_file ("maps/start.bsp"); precache_file ("maps/e1m1.bsp");11 KB (1,487 words) - 13:32, 29 March 2013
- | maps/b_exbox2.bsp ||style=text-align:right| 4676 || 03331da4f39fd82228dcf19a36979540 | maps/dm1.bsp ||style=text-align:right| 547708 || 993442fbab636cef660f356d968beb8d8 KB (1,394 words) - 22:02, 22 April 2021
- ...format. The rest of the ammo, health, and exploding boxes use the [[Quake BSP Format]]. The original mdl models were created for Quake in [https://en.wik == BSP ==1 KB (170 words) - 08:09, 31 May 2022
- ...ake project's maps started exceeding the original [[Quake BSP Format|Quake BSP]] map limits again and again they started drafting a new flavour of the BSP2 KB (346 words) - 07:30, 4 November 2022
- The terrain is somewhat separate from the BSP map. You can just delete the terrain files and start over. You don’t even When using q3map2 to compile the bsp map it can be activated with the switch:13 KB (2,070 words) - 06:47, 13 September 2023
- ...e used, in which case you will ALWAYS get a new instance, using maps/start.bsp and that infoget(startspot, "foo") will return "bar".7 KB (1,171 words) - 19:09, 1 November 2017
- ...ts to load lighting from maps/$mapname.rtlights. If that fails, acts as if bsp was specified. ** bsp: generates static realtime lighting from the light entities within a bsp. not ideal, but can be useful depending on the number of lights on the map2 KB (377 words) - 20:25, 1 November 2017
- ...sics objects – I haven’t tried that yet, but Spike says it’ll make a BSP (bmodel) collide correctly. The other collision geoms (cylinder, trimesh et7 KB (1,201 words) - 20:14, 2 November 2017
- ** cdecal/decal: particles are spawned only upon bsp geometry. They are clipped by it.17 KB (2,652 words) - 18:58, 6 November 2017
- | MAPS/ANOXIA.BSP ||style=text-align:right| 386268 || bf1e4aeacb77b39e9e88fae4f2eaab13 | MAPS/AR.BSP ||style=text-align:right| 114964 || 48c706ff7a9bc422567ab06dc2b399e861 KB (10,324 words) - 22:01, 22 April 2021