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Solid models for quake3 [solved]
Posted: Sun Mar 11, 2007 12:13 am
by Landix
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?
Posted: Sun Mar 11, 2007 4:15 am
by Landix
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

!
Posted: Sun Mar 11, 2007 12:21 pm
by ^misantropia^
It does but you'll want to refrain from using it with complex models. q3map2 creates a noclip brush for every face on the model and the more you have of those, the slower both rendering and tracing become.
Posted: Sun Mar 11, 2007 7:02 pm
by Landix
Yes i read about that,
i will these only use for stakes and these stakes are rare in the maps.
i would that the Q3geoball runs on low Machines, too.
Thx for your answer.