Jump to content

Home

max_patch_planes


jangofett804

Recommended Posts

  • 1 month later...
  • 4 weeks later...

To make this work you need to put the patches into a map of their own and you must include at least one structural brush, however this can be covered in caulk and can be 1 unit cubed in size and placed behind the patch mesh so it doesn't ever show up.

q3map2 -v -game ja -fs_basepath "D:/JAEDIT/GameData/" -meta -patchmeta -subdivisions 16 D:/JAEDIT/GameData/base/maps/yourmap.map

q3map2 -v -game ja -fs_basepath "D:/JAEDIT/GameData/" -convert -format ase D:/JAEDIT/GameData/base/maps/yourmap.bsp

Be sure to change the paths.

 

Also you don't put in any player start points nor do you put a skybox or box of any kind around it, it must be just the patch meshes and at least a single structural brush.

Link to comment
Share on other sites

According to rgoer, you SHOULD seal off leaks (this can be your struct brush--just make a box around it in caulk and hit 'hollow,' that's okay), and you SHOULD include ONE info_player_start.

 

If you lose detail on the patch mesh when you modelize it, change the -subdivisions flag to 8 or, at the very least, 4.

 

You will get the file yourmap.ASE in your maps directory. This can be loaded into Radiant as a misc_model. Then, yes, you will have to clip it. (For large, simple models, you can add key/value spawnflags/2 to have q3map2 autoclip it for you.)

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...