misc_vis_dummy


(pazur) #1

i have quite a big md3 model in my map. when i look too far from the center of it the model disappeares. is this misc_vis_dummy to prevent this? will this work also on a model2 of script_mover? anyone used this entitiy before?


(Karloff) #2

That’s a good one. :slight_smile:
For static dynamic (hehe*) models you could use a misc_gamemodel. You can define ‘trunk’ and ‘trunkheight’ for them which determines their visibility range. I have come across the ‘big runtime moving model’ problem before without solution so I just did a little test and got it to work:

  • Include a nodraw (or whatever) brush in your script_mover.
  • put your big misc_model where you want it in relation to your script_mover
  • link the model via ctrl/k to the script_mover
  • resize the nodraw brush of your s_m so that it fully covers the model
  • ->Model always visible when the nodraw bush is in POV :smiley:

That’s nice to know. still, I’d also like to hear something about the purpose of …vis_dummy.
Also, ydnar was the first one to mention the ‘link models to movers’ method. Is that something new or something always overlooked? :moo:
//kf.

*nonmoving runtime


(pazur) #3

ahh yes :slight_smile: i didnt think of the new possibility with q3map2 to link misc_models to movers. thx for the tip. i also will play around with the vis_dummy and post what i found out here


(pazur) #4

targeting this misc_vis_dummy at the script mover and placing it where it should force the entitiy to be visible doesnt do anything. so i gonna try your method karloff


(pazur) #5

i`ve done it now with the q3map2 method… works perfect :clap: