Strange Problem


(K:os) #1

I made a model in Radiant a while back and since then formatted the C:\ but I recovered it ok with R Studio NTFS. However now when i add it to a map you can walk straight through it now in game.

Any idea’s?

While i have your attention, how do I make models solid?

Thank

Adam


(blushing_bride) #2

To make things like models solid you need to add clip brushes. Just make brushes that are roughly the size of your model and assign them the clip texture which you will find in /common.


(Drakir) #3

If you are using misc_model then u can use a key of “spawnflags” and a value of “2” to make it solid. If you are using a misc_gamemodel then u must use clips.

Someone really needs to make an updated entity file with all spawnflags right and all entitys that can be used inside it.


(Milbo) #4

That is absolutely new,…
I thought ( and u can read it everywhere) all models have to be clipped

set only spawnflag on 2 and u dont have??
Very nice,… so trees could get clipped automatically?
Goood to know that (better later then never)


(Drakir) #5

Dont use it for trees, as then u cannot walk through the leaves. As all brushes will be clipbrushes. (If i am not totally wrong)
Edit your et_entitys.def file found in the /script dir.
Replace the misc_model stuff with the code below. What u need to replace is the stuff between the /* and */

Then u will have a checkbox for spawnflags 2 and some more instructions on how to rotate models.

/*QUAKED misc_model (1 0 0) (-16 -16 -16) (16 16 16) - SOLID
-------- KEYS --------
"angle" sets the angle to the degree (0-360)
"angles" set model rotation on all axis (0 90 360)
"model"	arbitrary .md3 file to display
"modelscale" scale multiplier (defaults to 1x)
"modelscale_vec" scale multiplier (defaults to 1 1 1, scales each axis as requested)
"modelscale_vec" Set scale per-axis.  Overrides "modelscale", so if you have both, the "modelscale" is ignored
-------- SPAWNFLAGS --------
Spawnflags 2 will make it solid
-------- NOTES --------
Model that will be compiled into the map.
*/