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.
. Only, buildable rocks :bump:
