MD3s for complex architecture


(eldee) #1

Is using an md3 as a misc_model (that is to say- compiled into the BSP, not loaded at runtime) for complex architecture unorthidox or worse? for example, i’m modeling a fairly large battleship in Gmax right now. i dont intend to make it fully working by any stretch of the imagination. just allow players to walk across the top, climb up the mast, etc. of course, i’d be using clip brushes to allow all of this, but is this approach a good idea? i’m not too keen on complex brushwork when i can do something that looks much better in Gmax…

on a related note- is there any way to convert an md3 to brushwork (ie- .map format?)

thanks in advance

[edit: misc_model, not misc_gamemodel… doh thats what i meant… ]
-eldee
;another space monkey; :bash:


(Shallow) #2

This thread may be helpful:

http://www.splashdamage.com/forums/viewtopic.php?t=2827

By the sounds of it, I’d recommend manually constructing clipping for your model.


(eldee) #3

actually, im doing that anyway… i guess i’m really wondering if having an MD3 of this size will cause more slowdown than masochistic brushwork. when i say “big” i mean… pretty dang big. picture a boat that is about 1/3rd of the length of goldrush’s terrain.


(chavo_one) #4

Hopefully someone will correct me if I’m wrong, but if you insert your model as a misc_model, then it gets compiled into the bsp and is a straight-forward addition to the triangle count.

Also, you might want to look into the .ase model format for this. Do a search on “ase” in the forums to see why.