BModel
From Blood Wiki
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− | BModel (bsp model, submodel, mapobject model) is a model constructed in level editor out of [[brush | brushes]] or [[ | + | {{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. | ||
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== See also == | == See also == | ||
− | * [[Radiant Glossary]] | + | * [[Radiant/Glossary|Radiant glossary]] |
* [[Q3BSP]] | * [[Q3BSP]] | ||
[[Category:Glossary]] | [[Category:Glossary]] |
Latest revision as of 15:01, 10 October 2012
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