Just a brief question.
I have a quite complex ASE model (20000 triangles). So I also made much simpler version to use it as colision. Is there a way to turn it into map triangles and use it as clip?
I guess I could make it invisible and autoclip it, but it would still be rendered in game, right? And I’d like to avoid that…
Well, I hope I’ve been clear enough. Any advice is very welcome!
ASE cliping - again :)
Evader
(Evader)
#1
ydnar
(ydnar)
#2
You can make the shader for it like this:
q3map_clipModel
surfaceparm nodraw
It can be in the same model as the rendering shader. Make sure you’re using 2.5.15 or higher.
y
Evader
(Evader)
#3
Of course, nodraw. Makes sense…
It has been quite a while since I’ve been working with quake 3 
Thanks a lot!
Evader
(Evader)
#4
Hooray, seems it’s working great. I have 50% better framerate than with full colision 
Many thanks again!!