Is there a way to create a brush that is never clipped?


(moop) #1

Hi, I would like to create a set of brushes that never get cut up even if they intersect a structural brush. I need them to retain all their faces as seen in radiant. They don’t need to contribute to the bsp or anything. I tried making them detailed and non-solid but they still get trimmed when sticking out of a wall. any ideas would be great, thanks.


(kamikazee) #2

I don’t see the point here… Please explain.


(moop) #3

ok, I would like it so that q3map2 doesn’t cut up any faces on a brush, similar to how patches are left alone. Here’s a screen shot of my brush in radiant

and here’s a shot of it in the game.

see how the brush is being cut up by the bsp? ( like its supposed to! ) What I would like to do is for a few select brushes is have them pass through the compile untouched and come out in the game as complete unclipped brushes.


(Twisted0n3) #4

Why not make them func_static?


(moop) #5

that’s exactly what i was looking for. thank you.


(kamikazee) #6

Still, I don’t see the use of it. :stuck_out_tongue:
They’re not visible after all…


(Fracman) #7

use a misc_model (either this or the misc_model_static, one of them won’t be recompiled by Q3Map2)…


(obsidian) #8

q3map_noClip + q3map_noTJunc

From Q3Map2 Shader Manual:

q3map_noClip

You might have noticed that terrain has been made to not clip or t-junction anymore. It was causing too many issues, so a new parameter was added: q3map_noClip. Normally, Q3Map2 clips all faces to the BSP, and then takes the minimum polygon that encompasses all visible fragments. q3map_noClip forces Q3Map2 to uses the original brush faces (This is implicit for autosprite(2) surfaces). Therefore, if you map tidy, you could theoretically use q3map_noClip on all your shaders. q3map_noClip and q3map_noTJunc, when used in combination, will preserve mesh geometry exactly as you make it.