what is the difference between misc_gamemodel and misc_mode?


(Oxygen - o2) #1

what is the difference between misc_gamemodel and misc_model?

EDIT: Better thread title for searching purposes. Some really good stuff in this thread.


(duke'ku) #2

misc_models are compiled into the map, misc_gamemodels are not.


(Oxygen - o2) #3

meaning?

are misc_models solid?


(duke'ku) #4

no, you’ll have to clip both. misc_models are static objects, they don’t move or changel. misc_gamemodels are tanks, command posts, etc. they’re stored in a file seperate from the map and are just referenced from the bsp.


(HairyPlums) #5

As an aside, you don’t need to clip models if you apply the q3map_clipModel general keyword to your shader (best used on larger, less complex models).


(Hewster) #6

or add a spawnflags key value of 2 to your misc_model, this
will also auto-clip the model… As Plummy said, ONLY for use on
models which don’t have “small” polys (I believe the min size of poly
that can be autoclipped is 8 game units) applying autoclip to models
which have too much small detail can adversly effect in-game performance (FPS).

Also note that if your model has any part texured with a shader which
has a non-solid propertly, the autoclipping won’t work on the whole
model.

EDIT: oh, misc_gamemodels are good for models that are repeated throughout
your map, like trees, bushes ect… apparently the engine handels
misc_gamemodels differently, and its much more efficient to use
misc_game models in this circustance…

Also… you can specify if you want misc_gamemodels to cast or
recieve shadows (only really use on static mic_gamemodels)
To enable shadow casting by the model add a key of “_cs” and to
recieve shadows “_rs” to the model entity

Hewster


(Oxygen - o2) #7

i think i have a better understanding, thanks guys!