How to clip my .ase model


(system) #1

Hi folks. Finally i got myself registered in this fine yellow forum. :wink:
I made a terrain in max, because i want to make a map with open terrain and a normal terrain pushed my r_speeds up to much, so i used the .ase model.
All went fine, but how can i clip the model? Making a lot of clip-brushes seems to be to difficult and time-consuming.
I dl’ed the sl_canyon-sample but i must have missed something, because there is nothing clipped and i can walk on the model,too.
Thx for the advice.

EDIT: How can i get the tiny font? this one is to large. :wink:

<font size=-1>[ This Message was edited by: Fiesling on 2002-11-25 22:14 ]</font>


(digibob) #2

On 2002-11-25 22:11, Fiesling wrote:
Hi folks. Finally i got myself registered in this fine yellow forum. :wink:
<font size=-1>[ This Message was edited by: Fiesling on 2002-11-25 22:14 ]</font>

Yessss… must do something about that. looks at Locki


(RR2DO2) #3

hmh I should have access to some bits here and there. goes to dig

EDIT: Added a quick hack - need to get to someone else tomorrow to get it properly implemented.

<font size=-1>[ This Message was edited by: RR2DO2 on 2002-11-26 03:09 ]</font>


(Hewster) #4

I have sucessfully auto-clipped a md3 model
with q3map2 2.3.31.

Simply add ā€˜q3map_clipModel’ to your model shader.

Here is the shader I used on an md3 model.

textures/hewster_terrain2/hew_rock01_clip_128
{
qer_editorimage textures/hewster/terrain/hew_rock01_thumb_clip128.tga
tesssize 128
q3map_clipModel
q3map_vertexshadows
q3map_lightmapsamplesize 24
{
map textures/hewster/terrain/hew_rock01_tex.tga
rgbGen Vertex
alphaGen Vertex
}
{
map $lightmap
blendfunc filter
tcGen lightmap
}
}

Hewster


(system) #5

Thx Hawster. That was the one i was looking for.

@djbob:
I like the yellow. And the font looks good, too. :smile:


(Old_Fellow) #6

Ydnar,
there is no ā€œq3map_clipModelā€ in the sl_canyon shader.
There is no ā€œclipā€ instruction in the ase file.
What’s your secret?


(ydnar) #7

Pre-alpha model collsion code. :smile:

You need to either A) set the 2nd spawnflag bit on a misc_model or B) set q3map_clipmodel in the shader.

I’m working out a more suitable alternative, however.

Happy turkey day!

y


(Browser [ICE]) #8

By simply adding the q3map_clipmodel in the model’s shader, does that make Q3MAP2 add the cliping automaticaly by itself at compile time ?

I’m not sure I follow that.

  1. we suply the *.ASE
  2. we add the q3map_clipmodel in the model shader
  3. q3map2 takes care of the rest ???

(Juan) #9

I think clipmodel is a great feature I’ve always thought it greatly effects the realism of models like vehicles when they are clipped with simple boxes.

I’ve tried to get close before, but it would never be as perfect as clipmodel.


(Old_Fellow) #10

I have a problem with two models, the clip overflows slightly on the top of the models and laterally, on the left and on the right, over all the width of the map.


(ydnar) #11

The model clipping code is a hack. It creates pyramidal collision brushes from the model’s triangles, with a depth of ~8 units.

If you have model details smaller than 8 units then you’ll experience odd collision. Use a simple clip brush for those.

y


(Old_Fellow) #12

I made an experiment with q3map_clipModel, a total conversion of q3dm17 into ase file. I did not employ the samplemap, but completely remake the map with my manner. The completed work gives me 600 brushes which are suitably converted.
There remains the problem mentioned in my post above, and the two brushes which pose problem make more than 8 units.
The model integrated in the map gives whole satisfaction, there is no difference between the brushes map or the model map. The problem emerges at the creation time of the aas file, apparently, it is impossible to use the model just as it, it should be entirely botcliped.
Here an extract of the aas log file:

Opened log bspc.log
BSPC version 2.1h, May 6 2001 16:15:03 by Mr Elusive
threads = 1
forcesidesvisible = true
optimize = true
bsp2aas: C:Program FilesQuake III Arenabaseq3mapsq3_dm17_1a_converted.bsp to C:Program FilesQuake III Arenabaseq3mapsq3_dm17_1a_converted.aas
– Q3_LoadMapFromBSP –
Loading map from C:Program FilesQuake III Arenabaseq3mapsq3_dm17_1a_converted.bsp…
creating planar surface planes…
searching visible brush sides…
0 brush sides
71332 brush sides
71332 brush sides textured out of 71332
Entity 0, Brush 12: duplicate plane
Entity 0, Brush 12: duplicate plane
Entity 0, Brush 12: duplicate plane
…
Entity 0, Brush 2266: duplicate plane
Entity 0, Brush 2266: duplicate plane
Entity 0, Brush 2272: mirrored plane
Entity 0, Brush 2280: duplicate plane
Entity 0, Brush 2286: duplicate plane
Entity 0, Brush 2286: duplicate plane
Entity 0, Brush 2288: duplicate plane
Entity 0, Brush 2290: duplicate plane
Entity 0, Brush 2306: duplicate plane
Entity 0, Brush 2318: duplicate plane
Entity 0, Brush 2318: duplicate plane
Entity 0, Brush 2334: mirrored plane
Entity 0, Brush 2338: duplicate plane
Entity 0, Brush 2352: duplicate plane
…
Entity 0, Brush 4640: duplicate plane
Entity 0, Brush 4642: duplicate plane
entity 0, brush 4650: bounds out of range
ob->mins[1] = -65551.000000, ob->maxs[1] = 65551.000000
entity 0, brush 4651: bounds out of range
ob->mins[1] = -65551.000000, ob->maxs[1] = 65551.000000
entity 0, brush 4656: bounds out of range
ob->mins[1] = -65551.000000, ob->maxs[1] = 65551.000000
entity 0, brush 4657: bounds out of range
ob->mins[1] = -65551.000000, ob->maxs[1] = 65551.000000
Entity 0, Brush 4662: duplicate plane
entity 0, brush 4662: bounds out of range
ob->mins[1] = -65551.000000, ob->maxs[1] = 65551.000000
entity 0, brush 4663: bounds out of range
ob->mins[1] = -65551.000000, ob->maxs[1] = 65551.000000
Entity 0, Brush 4668: duplicate plane
entity 0, brush 4668: bounds out of range
ob->mins[1] = -65551.000000, ob->maxs[1] = 65551.000000
entity 0, brush 4669: bounds out of range
ob->mins[1] = -65551.000000, ob->maxs[1] = 65551.000000
Entity 0, Brush 4674: duplicate plane
Entity 0, Brush 4682: duplicate plane
Entity 0, Brush 4684: duplicate plane
Entity 0, Brush 4684: duplicate plane
…
Entity 0, Brush 6638: duplicate plane
Entity 0, Brush 6638: duplicate plane
Entity 0, Brush 6640: duplicate plane
Entity 0, Brush 6640: duplicate plane
ERROR: MAX_MAPFILE_PLANES
Closed log bspc.log

Edit:

I carried out another tests by including all the model with botclip, without success, same result for the aas file.
Finally, i removed q3map_clipModel of all the shader files and included the whole model with weapclip, which has the merit to block all, players, bots, weapons and projectiles.
I have now a working aas file.

<font size=-1>[ This Message was edited by: Old_Fellow on 2002-12-09 19:04 ]</font>


(ydnar) #13

BSPC needs to be updated with larger allowable values for planes, brush sides, etc.

y


(Grand Nagus) #14

On 2002-12-09 19:08, ydnar wrote:
BSPC needs to be updated with larger allowable values for planes, brush sides, etc.

y

Yes, PLEASE!!! :smile:


(Old_Fellow) #15

On 2002-12-09 19:08, ydnar wrote:
BSPC needs to be updated with larger allowable values for planes, brush sides, etc.

y

Is it on your to do list? :smile: