This is dedicated to documentation of the Quake3_Quake1 mod which makes DarkPlaces/Zircon engine capabilities available for Quake 1 single player/coop mapping using the Quake 3 map format. Documentation will be here as an ongoing process.

Post tutorial Report RSS Compiling Models Into a Map (misc_model)

The Quake 3 map tools support compiling models (misc_model) into a map and they become part of the .bsp. These models collide and light according to their geometry.

Posted by on - Basic Mapping/Technical

watertower

Pictured: models/outdoors/watertower.md3 with fog 0.8 0.25 0.25 0.2 1.0 (density: 0.8 rgb: red 0.25 green 0.25 blue 0.2 alpha: 1.0 means sky obscuring).

trees

Pictured: You can stand under the branches of these trees.

misc_model

The Quake 3 map tools support compiling models into a map and they become part of the .bsp. These models collide and light according to their geometry.

It increases the size of the .bsp and can make the map compile tools and the engine running the map do more work. Therefore, if the model geometry is not an important part of the map and is an uninteractive decoration, it may be better suited for misc_mdl_entity or misc_mdl_illusionary (similar to func_illusionary in Quake 1).

Note that it is possible to make a misc_model non-colliding like a func_illusionary with flags, removing the solid flag.

scale

To scale a misc_model up or down, set "modelscale" "0.25" to make a model 25% size or "modelscale" "2" to double the size.

miscmdl1 miscmdl2 miscmdl3


Examinivg Collision

We will examine collision looking at the Quake3_Quake1 playable single player demo map hotel1 ("The Hotel").

In the rooms, there are bathrooms and sinks. These are compiled into the map.

hot1

And yes we can stand in the bathtub. We fit. On the "The Hotel" occasionally there are items in a bathtub.

hot2

hot3

And this bottle fits into the sink. The bottle of pills is a Quake healthbox with the model property set to "model" "models/props/bottle_02.md3".

hotmach

The machine and the rails here are compiled into this map.

Notes:

  • It is possible to make a misc_model part of a moving entity like a door. Example: create a block and and turn it into a func_wall_rotating give it a targetname of "wall1". Create a misc_model and set "target" "wall1". The map compiler will make it part of the wall. Although this does work, a better idea usually is to make the "misc_model" into a "misc_mdl_entity" or "misc_mdl_illusionary" and set "attach_to" "wall1" or "door1" as these are not compiled into the map which is better if the model is a decoration.
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