a few days ago i found the model clip shader command … i were so happy about no more clipping md3’s … but now i found out theres in an ugly bug … i think you are using patches for the model clipping right ydnar? because of this the fps goes down and the brushes/patches whatever causes max_map_brush errors …
are ase models better for using this model clip?
... model clip
You should only use the clipping code for large models or models where you need the clip to be the same shape as the model exactly, don’t use it for smaller models such as statues etc, clip those yourself with basic shapes. Good things to clip are things like terrain models.
Tsk Tsk Charmin 
Anyway- is there a way to alter MD3’s to get them clipped without doing the brush-work? Because when using func_trains/func_bob’s with model2-flags you would need to rotate the clipping-Model to the exact same direction as the MD3, which sometimes produces weird deformations- as always with rotating brushes. I thought that you could perhaps use the shader on the md3 to clip it already…
Anyone having some ideas about this?
Don’t use model2. You can attach MD3/ASE models directly to entities with Q3Map2. Just target the func_* ent with the misc_model:
(misc_model) -->–>--> (func_* ent)
y
I was wondering if it could be possible to create simplified auto-clipping. Well I’m sure it’s feasible - in a similar way that Multi Res works in Max. perhaps offering some user variable to adjust the degree of simplification - question is I seriously doubt Ydnar would be arsed doing the donkey work to make it work! And no that’s not some kind of reverse psychology.
Break down the model into convex shapes, turn those into clip, and apply it to any misc_model with the right key. The result would be perfect, easy clipping…
True, that would be a workable method.
Currently it does one brush per triangle with a little additional optimization (edge planes are quantized to axial to minimize unique plane count).
The main problem is non-closed manifold meshes. Terrain, open-bottom rocks, wall segments without backs or holes, double-sided triangles, are problematic for a general solution like that. A closed manifold is required in order to generate clipping volumes using BSP partitioning. The result may not be any better in terms of plane/brush count than the naive approach.
Finding convex hulls from groups of triangles isn’t terribly difficult, it’s just slow. Any given set of 4 or more points in space, as long as they are not coplanar, define a convex volume. The algorithm can start with a seed triangle, then successively add nearby or adjacent triangles to “grow” a convex clipping hull, then test all other triangles for intersection. The latter part is expensive, and decidedly non-linear in terms of time cost.
Anyways, it’s an interesting problem…
y
Hmm, indeed. Well, the current clip code works rather well. Even for smaller details I find it better than my own clip brushes, since those are naturally inaccurate to begin with. I suppose the best solution for small details is either a MAP export using Gmax or Milkshape, which I have yet to get to work properly, or if you’re mapping for something like JO, make a misc_model_breakable, give it a health of 0 and the solid spawnflag. Only works with MD3s (I think), and won’t get you a Radiant preview, but clips perfectly.
I never got my .ase models clipped via autoclip. I’m using the correct shader, added all to shaderlist.txt but nothing happens. 
Are there special things i have to check then i export the model from max?
models/mapobjects/fies_models/holzhaufen
{
q3map_forcemeta
q3map_splotchfix
q3map_nonplanar
// q3map_shadeangle 45
// q3map_lightmapsamplesize 8
q3map_clipModel
{
map $lightmap
tcGen lightmap
rgbGen identity
}
{
map models\mapobjects\fies_models\stamm_moos.tga
blendFunc GL_DST_COLOR GL_ZERO
rgbGen identity
}
}
If i remember correct i took the shader from a kropke map and changed the paths. Or maybe from q3world forum.
Hi Fiesling,
When I export an .ase from max, I select the following in the export
dialog…
Output options:
Mesh definition
Materials
Mesh options:
Mesh Normals
Mapping Coordinates
Object types:
Geometric
Here is a shader I sucsessfully used on a lightmapped terrain model:
textures/pedros/terrain01c
{
surfaceparm grasssteps
q3map_lightmapsamplesize 10
q3map_splotchfix
q3map_lightmapSampleOffset 7
q3map_clipmodel
q3map_forcemeta
q3map_lightmapaxis z
q3map_tcGen ivector ( 128 0 0 ) ( 0 128 0 )
q3map_lightmapGamma 1.1
{
map $lightmap
rgbGen identity
}
{
map textures/pedros/terrain01c.tga
blendFunc filter
rgbGen identity
}
}
The only REAL difference is that you are using “” in your texture path
and I use “/”
Hope this helps you out.
Hewster
