turning misc_model structural

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

turning misc_model structural

Post by broar »

I modelled a few small and plain rooms in blender and exported them as an .ase file. After setting "spawnflags" to "6" everything was fine. I can walk trough it and it has lightmaps. It still needed a big brush box around for vis.

Is it possible to make this imported geometry structural or does the compiler only understand this confusing CSG lego?
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Post by obsidian »

No, models are not "structural". You will still need to pop in a hull and other vis-blocking structures.

You may also still need to do some manual clipping of any complicated or non-axial stuff (just to be sure) and definitely do some bot clipping.
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