Q4 - solid 0 and noclipmodel 1, what's the difference?

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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Johnny Law
Posts: 179
Joined: Tue Nov 16, 1999 8:00 am

Q4 - solid 0 and noclipmodel 1, what's the difference?

Post by Johnny Law »

:confused:
primaltheory
Posts: 623
Joined: Wed Dec 28, 2005 4:31 am

Post by primaltheory »

somthing to do with the way bots/monsters read them?

(I honestly have no idea, I see overlapping values like this all the time)
Why not?

[i]Jenny: lol, i'm not changing the whole harddrive directory structure for a mod. Do it proper like other mods please.[/i]
Johnny Law
Posts: 179
Joined: Tue Nov 16, 1999 8:00 am

Post by Johnny Law »

Heh... actually I've seen at least one entity in the Raven maps that had solid 0, noclipmodel 1, AND nonsolid 1. But I think nonsolid is a bogus key.
Johnny Law
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Joined: Tue Nov 16, 1999 8:00 am

Post by Johnny Law »

One bump for great justice... anyone know?
Oeloe
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Post by Oeloe »

I think a clipmodel is a separate model that can define the player clipping of a piece of (solid) geometry. I know Raven added a clipmodel for the curved stairs at over the edge to make strafejumping possible there. They're stored as .lwo files if i'm not mistaken.
o'dium
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Post by o'dium »

Clip model is a lower poly mesh of the original model, which will be easier on colision. think of a 24 sided can, well the clip model could only have 5 sides or such, to make it faster.
Johnny Law
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Joined: Tue Nov 16, 1999 8:00 am

Post by Johnny Law »

So what does noclipmodel 1 do then? Disable the autogeneration of a lower-poly collision model?
o'dium
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Post by o'dium »

Its not automatic, you need to put another surface with a special material alongside the proper model, in the same model file.

I'm guessing noclipmodel 1 will ignore this "colision" model.
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