DeViLPhISh Posted January 5, 2004 Share Posted January 5, 2004 Can someone tell me how to get models to be solid? I tried everything I could think of but nothing worked. Link to comment Share on other sites More sharing options...
idontlikegeorge Posted January 6, 2004 Share Posted January 6, 2004 If you load it up as a misc_model, there should be a toggle for a spawnflag solid - though I don't remember what the number for the spawnflag actually is. That's the easiest way... the other way is to make clip (or physics clip) brush(es) around the space the model resides. Link to comment Share on other sites More sharing options...
GothiX Posted January 6, 2004 Share Posted January 6, 2004 IDLG is talking about the spawnflags 2 way of doing it, methinks. Link to comment Share on other sites More sharing options...
Leslie Judge Posted January 6, 2004 Share Posted January 6, 2004 He does, but fortunately it is included in the entity definition file as the solid sawnflag, just as he mentioned. Link to comment Share on other sites More sharing options...
WadeV1589 Posted January 6, 2004 Share Posted January 6, 2004 Unless the model is totally basic and you actually need to be able to walk across it, you should use physics clip brushes in the general shape of it otherwise you'll just create lots of invisible brushes the game has to process but are of no real value. It is not hard to drag out a couple of boxes around a model.... Link to comment Share on other sites More sharing options...
Leslie Judge Posted January 6, 2004 Share Posted January 6, 2004 You are right. However in that case the misc_model_static is which gives you the increased performance. It handles only MD3s though so if you have an ASE (or other non MD3) model you still have to use misc_model which will be turned into map triangles by q3map2 so you can use the solid spawnflag bravely instead of creating those clip brushes. Please correct me if I'm wrong which is possible! Link to comment Share on other sites More sharing options...
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