Hi there,
normaly all models that are load over /misc/model are non_solid.
(gtk Radiant)
Is there a easy way to make the models solid so the player are not going through the models (*.md3)?
I mean the Player model is not solid... so they must a way to make the models solid then!?
any suggestions?
Solid models for quake3 [solved]
Solid models for quake3 [solved]
Last edited by Landix on Sun Mar 11, 2007 4:15 am, edited 1 time in total.
I got it on my own
Spawnflags
The second method, which is only applicable if you are using Q3Map2 2.5.12, is spawnflags. It's much easier than using shaders, provided there are no other shaders used on the model. Most notable example of this would be GR_trees which has shaders of its own, vertex passes not lightmap shaders. It makes life considerably easier when trying to lightmap models which are composed of several textures
It's merely a case of an entity key on the misc_model, spawnflags. The value depends on what you wish to achieve. spawnflags 4, will achieve forcemeta/lightmapped, spawnflags 2 will make the model solid and possibly decal on weapon hits. The two can be combined in the form of spawnflags 6, which make it forcemeta/lightmapped and solid. In some cases the solid spawnflag may not be suitable as it may cause drop in framerates and regular clipping should be used instead. spawnflags 2 simply makes Q3Map2 write shaders for the model with q3map_clipmodel (see below).
Key: spawnflags
Value: 6
And i can say that it is work
!
Spawnflags
The second method, which is only applicable if you are using Q3Map2 2.5.12, is spawnflags. It's much easier than using shaders, provided there are no other shaders used on the model. Most notable example of this would be GR_trees which has shaders of its own, vertex passes not lightmap shaders. It makes life considerably easier when trying to lightmap models which are composed of several textures
It's merely a case of an entity key on the misc_model, spawnflags. The value depends on what you wish to achieve. spawnflags 4, will achieve forcemeta/lightmapped, spawnflags 2 will make the model solid and possibly decal on weapon hits. The two can be combined in the form of spawnflags 6, which make it forcemeta/lightmapped and solid. In some cases the solid spawnflag may not be suitable as it may cause drop in framerates and regular clipping should be used instead. spawnflags 2 simply makes Q3Map2 write shaders for the model with q3map_clipmodel (see below).
Key: spawnflags
Value: 6
And i can say that it is work

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