Near perfect clipping for dynamic models


(hummer) #1

So, ydnar just released a new q3map2… one that decompiles. Maybe you already see where I’m going with this.

Anyway, I have these crazy rocks in my map, that the axis can build as a barrier for a path. There’s no way I’m going to clip by hand, since I’d have to do mad 3-point clipping, and I’m lazy.

So, I made my rock formation… a set of stacked boulders that are misc_gamemodels. Then I copied them into a new map, and changed the type to misc_model.

[EDIT] Be sure to set misc_models spawnflags = 2. You have to do this manually. Otherwise, this will not work.

Then, I saved, compiled (just a bsp compile, nothing fancy). Next I decompiled with the new q3map2.

Finally, I opened the decompiled version, and since misc_models get converted, I’m left with raw brush surfaces. I select them all, change to common->clip_weapon. Copy this into my working map. It even goes into the spot it’s supposed to since I didn’t move anything.

Turn into a func_constructible (don’t forget the origin brush too), and you have near perfect clipping for about any dynamic model in just a few minutes.

To be fair I haven’t tried this with other models yet… like trucks, with smaller parts, but I assume it’ll work much the same.


(lennyballa) #2

Cool, :stuck_out_tongue: . Only, buildable rocks :bump:


(hummer) #3

Yeah… there’s rocks around… like they were moved into place :slight_smile:


(flashkillaman) #4

where can you download that new q3map2


(evillair) #5

For my rocks I just used ; q3map_clipmodel in the shader.

Works great for rocks, other stuff I haven’t done since I rather have control over their clipping.


(G0-Gerbil) #6

Clipping by hand can be very useful, especially in circumstances where there are annoying small slopes etc.

Also, if you autoclip something like a tree, it can cripple framerates because it’s an overload of collision data (read a thread on this somewhere in the q3map2 forum here).

But yeah, if I wanted to clip a model, I’d use the parameters evillair describes :slight_smile:


(RivrStyx) #7

Danke Hummer. I read what gerbil was talking about also so this could come in handy as well as using q3_clipmodel depending on circumstance. :drink:


(hummer) #8

Hmmm… maybe I missed something here. I’m not talking about clipping for misc_models… I’m talking about misc_GAMEmodels… the ones that are dynamic. For regular misc_models, I set spawnflags 2 or go the q3map_clipmodel route as well.

Does q3_clipmodel work with misc_gamemodels too? Then, for constructible entities, what do you point the trigger_objective_info at?

The way I’ve been doing it, it make a TOI, point it at a func_constructible that is a set of clipping for the misc_GAMEmodel.

So, you guys are pointing at a dummy func_constructible (with like, maybe just an origin brush?) then the clipping is taken care of by the shader of the misc_GAMEmodel?


(G0-Gerbil) #9

Ah I totally missed that I must admit :smiley:
Sowwy!


(RivrStyx) #10

No…q3map_clipmodel wouldn’t work with what your doing. Which what you found would come in real handy for that.

Just was saying what Gerbil wrote i had read also about misc_models and q3map_clipmodel being bad on frames so it would be good depending on what you were doing there also.


(hummer) #11

Woo… thought I was crazy for a second there :slight_smile:

:drink:


(chavo_one) #12

Hummer, how did you get this to work? Everytime I decompile, the misc_model does not get converted into brushwork, but rather disappears.

And from what ydnar said with the release of the decompiler, that’s what is supposed to happen.

I would love to be wrong here, so how’d ya do it?! :slight_smile:


(greekdish) #13

I never clip any of my models in Radient. All you need to do is in your entity editor…add “spawnflags 2”. That will tell q3map2 to make the misc_models solid. In theory, you can make an entire map out of an md3. I tested this theory out, and although Im not ready to state as fact, I was able to make a Statue of Liberty 3d model off the net, make it into an md3, and add the Spawn inside the Statue and compiled. I was able to run around the model no problem. Only problems are the backface culling going on, and the Radienbt lights not working inside a misc_model. Very close though…I would love to build a map in Maya as opposed to Radient. :drink:


(Doc) #14

Did you even read the thread? The problem of clipping is not for misc_models but misc_gamemodels. The spawnflag has no effect on gamemodels.


(greekdish) #15

Sheesh, no need to get hostile…yes, I read the thread, but I guess I missed it. Gimme a break. :disgust:


(Doc) #16

I apologise if it sounded that way. :fluffle:


(Hewster) #17

Hummer, how did you get this to work? Everytime I decompile, the misc_model does not get converted into brushwork, but rather disappears.

And from what ydnar said with the release of the decompiler, that’s what is supposed to happen.

I would love to be wrong here, so how’d ya do it?! :)[/quote]

Me too, all my misc_models aren’t there (or their geometry) the only way
I can get the geometry back is to convert to .ase, which is no good
for the clipping you describe in your original post ?

I believe the mesh from misc_models is processed differently from
brush meshes by the engine ? (I guess we should ask the one that knows
… Ydnar :slight_smile: )

Hewster


(hummer) #18

Interesting. I’ll give it another go… perhaps a new version of q3map2 has changed this?

I’ll test it again tonight, but I did go though this process to clip some game_models I have :slight_smile:


(hummer) #19

Okay, I ran some tests… and I couldn’t get it to work either at first. Then I looked at my old file that it did work on, and upon closer inspection of the misc_models, they had spawnflags 2 set.

So, for this to work, be sure to set spawnflags = 2 (manually) on all the misc models. This will generate the surfaces in the converted map, otherwise it won’t. Then select the surfaces and convert them to whatever clip you like :slight_smile:

Hope this clears things up.