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Saving models data in the entities lump
https://www.quake3world.com/forum/viewtopic.php?f=10&t=47129
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Author:  lukesmith [ 02-09-2012 08:05 AM ]
Post subject:  Saving models data in the entities lump

Hi,

I am adding models to a map using misc_model. When I view them in the entity inspector I get info like origin, filename etc.

I am wondering if its possible to get this info stored in the entities lump of the bsp file and for the models geometry not to be stored in the bsp file?
I am doing this for a custom renderer which is why I only want to get the position and filename etc of the models so I can load them into the engine separately.


if this isnt possible, is there any way to tell the compiler to ignore any models in the map so that I can use misc_models to position the objects and then create a custom entity to hold the actual data?

thanks,

Author:  obsidian [ 02-09-2012 09:29 AM ]
Post subject:  Re: Saving models data in the entities lump

As far as I know, Q3Map2 will always compile the model into the BSP, it will not accept them externally. If you intend to change this, you'll have a bit of programming changes to make.

The alternative is that most func_ entities (func_static, for example) will accept a model2 key so that you can assign an external .md3 file (no other model formats) to the entity. Downsides are that the model won't appear in GtkRadiant so positioning it may be tricky. I suggest positioning the misc_model, then copying the values.

See here for details:
http://robotrenegade.com/articles/attac ... ities.html

Author:  Theftbot [ 02-09-2012 11:20 AM ]
Post subject:  Re: Saving models data in the entities lump

Can this be used to seperate 2 different meshes using alpha mod brushes for terrain that overlap.

Author:  lukesmith [ 02-09-2012 11:50 AM ]
Post subject:  Re: Saving models data in the entities lump

Ok thanks for the info. Yeah its prob best to do as you say and just copy the values over.

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