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.
Is there a way to create a brush that is never clipped?
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.
use a misc_model (either this or the misc_model_static, one of them won’t be recompiled by Q3Map2)…
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.
