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  • 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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  • To install a user-created map, download it and extract the [[.bsp]] file. Move into your id1/maps folder, for instance if C:\Quake is your Qu ...command to switch to that level. For instance if the level was called SM36.BSP, type
    3 KB (427 words) - 04:12, 1 June 2023
  • ...s needed by compilers in order to generate a game-ready [[Quake_BSP_Format|bsp file]]. | [http://www.bspquakeeditor.com/ BSP (level editor)]
    7 KB (1,051 words) - 16:34, 27 January 2024
  • ...ported by the GPU. Textures are stored directly within [[Quake_BSP_Format|.bsp files]] when used by Quake, or extracted, collected, and used in [[Texture_ To edit .wad files, extract textures from .bsp or convert images use [[Wally]] or [[TexMex]].
    8 KB (1,372 words) - 02:04, 11 October 2023
  • ===The BSP Club=== [https://thebspclub.neocities.org/ The BSP Club] is a community focused on content creation for game engines which uti
    878 bytes (137 words) - 16:13, 1 January 2022
  • ...when it should, a good way to test this is in the episode 3 hall on start.bsp by shooting rockets into the crevice along the wall * need to traceline int
    6 KB (1,084 words) - 22:34, 17 February 2022
  • * [[Quake_BSP_Format|.bsp]] : [[Level]] (suitable for playing) or static inanimate model * [[Quake_Map_Format|.map]] : Uncompiled level (must be compiled into a .bsp before playing)
    2 KB (206 words) - 15:24, 24 August 2023
  • ...wn for its increase in limits, allowing more intricate mapping, in various BSP formats, as well as more flexibility in qc, DarkPlaces is preferred by most
    3 KB (361 words) - 07:20, 4 November 2022
  • enables/disables removing of tjunctions in the BSP during the building of the surface display list (glquake only). ...gon vertices by removing colinear points, however it produces holes in the BSP due to floating point precision errors.
    448 bytes (60 words) - 01:28, 31 October 2007
  • | VF_DRAWWORLD || float || TRUE if the world model (bsp, all submodels and world entities and effects) are to be drawn, else FALSE.
    12 KB (1,964 words) - 15:24, 16 February 2011
  • ...tracing and shot targeting. Traces are blocked by bounding boxes and exact bsp entities. Returns the results in the global variables:
    1 KB (184 words) - 21:56, 22 February 2008
  • bsp/md2/md3 examples:<br> example names for the texture "quake" of model "maps/start.bsp":
    3 KB (430 words) - 02:11, 25 March 2013
  • Where mapname is the bsp filename minus the extension (typically .bsp) and minus maps/ if it is in maps/ (any other path is not removed) * maps/e1m1.bsp uses textures in the directory textures/e1m1/ and falls back to textures/
    611 bytes (104 words) - 02:12, 25 March 2013
  • Simply indicates that the engine supports HalfLife maps (BSP version 30, NOT the QER RGBA ones which are also version 30).
    146 bytes (21 words) - 02:12, 25 March 2013
  • Indicates this engine loads .lit files for any quake1 format .bsp files it loads to enhance maps with colored lighting.
    829 bytes (135 words) - 02:13, 25 March 2013
  • ...performs a filename search with the specified pattern (for example "maps/*.bsp") and stores the results in a search slot (minimum of 128 supported by any
    776 bytes (113 words) - 02:15, 25 March 2013
  • ...maps the mins and maxs will be rounded up to one of the hull sizes, quake3 bsp does not have this problem, this is the case with normal moving entities as
    442 bytes (73 words) - 02:17, 25 March 2013
  • Shows that the engine supports Quake3 .bsp files.
    73 bytes (10 words) - 02:19, 25 March 2013
  • ...Don't use any .BSP extension in this value. If your map is called nextmap.bsp, then just use nextmap in the value. There is also a flag you can use to sp
    517 bytes (94 words) - 16:22, 29 March 2013
  • Valid syntax: <b>"maps/jrwiz1.bsp"</b> or <b>"ouch!\n"</b>
    2 KB (315 words) - 02:15, 5 April 2013
  • ...is loaded using either the "loadsky" console command or directly from the BSP file (by specifying a skybox name in the worldspawn entry). When you will play "foo.bsp" look up and you will see the "foo" sky (assuming that you have all the six
    17 KB (3,014 words) - 12:16, 14 February 2023
  • 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
  • ...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, block
    17 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

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