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  • 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 || 993442fbab636cef660f356d968beb8d
    8 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 BSP
    2 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 map
    2 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 et
    7 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 || 48c706ff7a9bc422567ab06dc2b399e8
    61 KB (10,324 words) - 22:01, 22 April 2021
  • | (.bsp) | (.bsp)
    68 KB (10,377 words) - 06:24, 9 December 2023
  • ...les, and convert them into different formats. It can extract textures from bsp and wad files, and create wads, xwads, and mips. It's also used for making extract bsp:
    4 KB (507 words) - 03:59, 14 July 2021
  • ...e many file formats that Quake has. Features include replacing textures in BSP files, editing entity lists, changing model skins, creating sprites, making ...e with no undos or redos. Meaning? If you delete a file from inside a wad, BSP, MDL, PAK, etc it's gone!
    812 bytes (128 words) - 07:59, 3 July 2022
  • ...more disk and memory space consumed. Due to APIs used, practical physical .bsp map file size limitation is estimated to be around 4GB for BSP2 format. * bsp filesize on disk: anything > 256Mb can be considered insane
    8 KB (1,351 words) - 08:54, 21 December 2021
  • | LEVELS/DEATHMAT/5DAYS.BSP ||style=text-align:right| 593832 || 1996-09-18 17:12 || 00666d5141a743e56 | LEVELS/DEATHMAT/ALSC.BSP ||style=text-align:right| 789448 || 1996-10-11 20:37 || c1fa0fa21c4d8b481
    77 KB (11,858 words) - 21:59, 22 April 2021
  • ...oth <code>setorigin()</code> and <code>setsize()</code> will set this. For BSP entities, <code>setmodel()</code> will also set this. ...oth <code>setorigin()</code> and <code>setsize()</code> will set this. For BSP entities, <code>setmodel()</code> will also set this.
    21 KB (3,261 words) - 11:05, 2 August 2023
  • 4 KB (623 words) - 17:41, 30 July 2023
  • ...ates). Going outside of these bounding box sizes can cause collisions with BSP models to become imprecise. ...ision checking. This should only be used with entities that have an actual BSP model and should always be paired with <code>MOVETYPE_PUSH</code>. Only ent
    2 KB (328 words) - 18:16, 30 July 2023
  • if (self.model == "maps/e1m8.bsp")
    481 bytes (73 words) - 17:42, 1 August 2023
  • ...th to the model file to set. Can be a model (.mdl), sprite (.spr) or BSP (.bsp).
    595 bytes (80 words) - 19:46, 1 August 2023
  • ...ocated in general monster logic files, nor should something like a general BSP entity mover be located within a random platform file. Keeping things group ...e trying to use it. You probably shouldn't store a movement cool down on a BSP entity in its '''attack_finished''' field, after all.
    12 KB (1,990 words) - 19:54, 2 August 2023

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