BModel

From Blood Wiki
(Difference between revisions)
Jump to: navigation, search
m (VorteX moved page Bmodel to BModel)
m
 
(6 intermediate revisions by one user not shown)
Line 1: Line 1:
BModel (bsp model, submodel, mapobject model) is a model constructed in level editor out of [[brush | brushes]] or [[pathch | patches]] and compiled into the .bsp file. Doors, trains, platforms are bmodels.  
+
{{unfinished}}
 +
BModel (bsp model, submodel, mapobject model) is a model constructed in level editor out of [[brush | brushes]] or [[patch mesh | patches]] and compiled into the .bsp file. Brush model can have triangle models attached (they become a part of the model). Doors, trains, platforms are bmodels.  
  
 
BModel could be internal (supplied with the level and have special names such as *1, *2, *3 etc.) and external (BSP files). External BSP model differs from level file, it usually have no VIS data, entities, and other level-specific data.
 
BModel could be internal (supplied with the level and have special names such as *1, *2, *3 etc.) and external (BSP files). External BSP model differs from level file, it usually have no VIS data, entities, and other level-specific data.
Line 17: Line 18:
 
* badly optimized mesh (since it automatically generated from brushes)
 
* badly optimized mesh (since it automatically generated from brushes)
 
* complex models with lots of corners or curved surfaces is not that easy to make
 
* complex models with lots of corners or curved surfaces is not that easy to make
 +
 +
== See also ==
 +
* [[Radiant/Glossary|Radiant glossary]]
 +
* [[Q3BSP]]
  
 
[[Category:Glossary]]
 
[[Category:Glossary]]

Latest revision as of 15:01, 10 October 2012

This page is not finished
You can help by editing and extending it.

BModel (bsp model, submodel, mapobject model) is a model constructed in level editor out of brushes or patches and compiled into the .bsp file. Brush model can have triangle models attached (they become a part of the model). Doors, trains, platforms are bmodels.

BModel could be internal (supplied with the level and have special names such as *1, *2, *3 etc.) and external (BSP files). External BSP model differs from level file, it usually have no VIS data, entities, and other level-specific data.

[edit] Benefits

  • very fast to render
  • automatically get collisions
  • supplied with level .bsp's (no external files)
  • easy to construct in level editor (dont need a third party tools)
  • can be lightmapped or lit dynamically (using lightgrid)
  • can have triangle models attached

[edit] Drawbacks

  • cannot be animated (only moved/rotated)
  • badly optimized mesh (since it automatically generated from brushes)
  • complex models with lots of corners or curved surfaces is not that easy to make

[edit] See also

Personal tools
Namespaces

Variants
Actions
Navigation
Toolbox