BModel

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BModel (bsp model) or submodel is a model constructed in level editor out of brushes or patches. Doors, trains, platforms are bmodels.
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{{unfinished}}
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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.
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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.
  
 
== Benefits ==
 
== Benefits ==
  
 
* very fast to render
 
* very fast to render
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* automatically get collisions
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* supplied with level .bsp's (no external files)
 
* easy to construct in level editor (dont need a third party tools)
 
* easy to construct in level editor (dont need a third party tools)
 
* can be lightmapped or lit dynamically (using lightgrid)
 
* can be lightmapped or lit dynamically (using lightgrid)
* supplied with level BSP file (also can make external bmodel which will have .BSP extension)
 
 
* can have triangle models attached
 
* can have triangle models attached
  
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* cannot be animated (only moved/rotated)
 
* cannot be animated (only moved/rotated)
* complex models have very rough triangle mesh
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* badly optimized mesh (since it automatically generated from brushes)
* only simple models is easy to make
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* complex models with lots of corners or curved surfaces is not that easy to make
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== See also ==
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* [[Radiant/Glossary|Radiant glossary]]
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* [[Q3BSP]]
  
 
[[Category:Glossary]]
 
[[Category:Glossary]]

Latest revision as of 15:01, 10 October 2012

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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

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