Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
primaltheory
Posts: 623 Joined: Wed Dec 28, 2005 4:31 am
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by primaltheory » Fri Jan 06, 2006 11:13 pm
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
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by Johnny Law » Fri Jan 06, 2006 11:41 pm
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
Posts: 179 Joined: Tue Nov 16, 1999 8:00 am
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by Johnny Law » Wed Mar 29, 2006 3:07 am
One bump for great justice... anyone know?
Oeloe
Posts: 1529 Joined: Fri Mar 19, 2004 8:00 am
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by Oeloe » Wed Mar 29, 2006 9:16 am
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
Posts: 11712 Joined: Sun Mar 25, 2001 8:00 am
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by o'dium » Wed Mar 29, 2006 10:44 am
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
Posts: 179 Joined: Tue Nov 16, 1999 8:00 am
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by Johnny Law » Wed Mar 29, 2006 5:52 pm
So what does noclipmodel 1 do then? Disable the autogeneration of a lower-poly collision model?
o'dium
Posts: 11712 Joined: Sun Mar 25, 2001 8:00 am
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by o'dium » Thu Mar 30, 2006 9:37 am
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.