ASE cliping - again :)


(Evader) #1

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!


(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) #3

Of course, nodraw. Makes sense…
It has been quite a while since I’ve been working with quake 3 :smiley:
Thanks a lot!


(Evader) #4

Hooray, seems it’s working great. I have 50% better framerate than with full colision :smiley:
Many thanks again!!