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

Posted: Fri Jan 06, 2006 10:12 pm
by Johnny Law
:confused:

Posted: Fri Jan 06, 2006 11:13 pm
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)

Posted: Fri Jan 06, 2006 11:41 pm
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.

Posted: Wed Mar 29, 2006 3:07 am
by Johnny Law
One bump for great justice... anyone know?

Posted: Wed Mar 29, 2006 9:16 am
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.

Posted: Wed Mar 29, 2006 10:44 am
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.

Posted: Wed Mar 29, 2006 5:52 pm
by Johnny Law
So what does noclipmodel 1 do then? Disable the autogeneration of a lower-poly collision model?

Posted: Thu Mar 30, 2006 9:37 am
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.