Not sure what you mean. A BSP map is usually static. If need to animate something it would be better adding it as a separate mesh in Blitz. You cant control anything that is part of the BSP including the textures and light although the BSP does respond to spot lights. Taken from the docs;
Loads a BSP model and returns its handle.
Some points about Blitz3D's BSP support:
* Shaders are *not* supported!
* BSP's cannot be painted, textured, colored, faded etc. in Blitz.
* A BSP model is just an entity. Use the standard entity commands to scale, rotate and position the BSP, and the standard collision commands to setup collisions with the BSP.
* BSP models are not lit by either 'normal' AmbientLight, or by any directional lighting. This allows you to setup lighting for in-game models without affecting the BSP lighting. However, BSP models *will* be lit by point or spot lights.
* Textures for the BSP model must be in the same directory as the BSP file itself.
The optional parent parameter allows you to specify a parent entity for the BSP so that when the parent is moved the child BSP will move with it. However, this relationship is one way; applying movement commands to the child will not affect the parent.
Specifying a parent entity will still result in the BSP being created at position 0,0,0 rather than at the parent entity's position.
Loads a BSP model and returns its handle.
Some points about Blitz3D's BSP support:
* Shaders are *not* supported!
* BSP's cannot be painted, textured, colored, faded etc. in Blitz.
* A BSP model is just an entity. Use the standard entity commands to scale, rotate and position the BSP, and the standard collision commands to setup collisions with the BSP.
* BSP models are not lit by either 'normal' AmbientLight, or by any directional lighting. This allows you to setup lighting for in-game models without affecting the BSP lighting. However, BSP models *will* be lit by point or spot lights.
* Textures for the BSP model must be in the same directory as the BSP file itself.
The optional parent parameter allows you to specify a parent entity for the BSP so that when the parent is moved the child BSP will move with it. However, this relationship is one way; applying movement commands to the child will not affect the parent.
Specifying a parent entity will still result in the BSP being created at position 0,0,0 rather than at the parent entity's position.