Q3A - modelclipping

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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broar
Posts: 52
Joined: Sun Jan 21, 2007 4:44 pm

Q3A - modelclipping

Post by broar »

Hi
I made a small map to test how meta compiled misc_models are clipped standing in two or more nodes at the same time.

Image
Image

It works quite well as you see but i think the pvs could be optimised.
I used hint brushes to fill the map space and cut them with the clipper.
If you want to you could try to optimise the portals.

The files are here.

It would be a great help to see different ways of tweaking map space containing models.
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Post by obsidian »

You don't need to clip the hint brushes the way you do. You should only need at most 3 brushes for all the hints in that map. Using skip is generally a good idea.

Unfortunately, given the layout of those boxes up top, there isn't an efficient way of hinting them. What you have is about as good as it gets.
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
a13n
Posts: 1672
Joined: Thu Feb 10, 2005 2:08 am

Post by a13n »

You can also tweak the origin of mapobjects (when exporting from 3dgfx apps) to cull them the way you want.
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