This functionality would help me in my map increadibly. I’ve viewed Canyon and it rocks as an example. Nothing I do actually gets the models to autoclip. I am using the latest build of q3map2.
As a test I created a box in Max2.5. I made it 32x32x32 (cause YDNAR said it was a hack that generated clipping in 8 unit chunks) So I thought the box couldn’t fail. I exported it in two ways. First an MD3. Second as an ASE with the following options checked (MESH DEFINITION, MATERIALS, MESH NORMALS, MAPPING COORDINATES, and GEOMETRIC OBJECT TYPES). After exporting I compared it to the ASE file in YDNARS canyon. Identical with the exception being number of poly or tris data. Next I added q3map_clipModel to my shader so it looks like this:
textures/9oclock/9ocars04
{
qer_editorimage textures/9oclock/9ocars04.tga
q3map_lightimage textures/9oclock/9ocars04.tga
q3map_clipModel
surfaceparm alphashadow
surfaceparm metalsteps
{
map textures/9Oclock/9ocars04.tga
rgbGen exactVertex
}
}
I placed both the MD3 and the ASE in the same test scene and using the Q3Map2 (final) BSP -meta, -vis, -light -fast -filter -super 2 I compiled it. I did no postprocessing (AAS or ShaderEX) to it so as not to screw anything in the new BSP up.
Still no clipping taking place. So I then added the spawnflags 2 to the misc_model entity window (YDNAR posted something about the second spawnflag bit being set as another workaround). Recompiled and still no clipping. What am I doing wrong? Please someone help me. /me beggs. Any info is appreciated. I’m spinning my wheels here.
