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jangofett804

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Just to totally re-emphasise point 2, for any model that isn't basically huge you really need to use the physics_clip brush method.

 

In fact number 2 is best used only for terrain models. It can lead to some pretty odd clipping results - most noticeably invisible clip brushes around the model which you can jump on; it's even been known to make clip brushes that run across the entire map invisibly - really not good!

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Well, erm, not to contradict Wade, but I've never personally seen any of the adverse autoclipping effects. Still, I'm using that technique less and less...

 

The trees have lots of little skinny pieces in close proximity, so no, you shouldn't autoclip them. Doing it manually has the added advantage that you can leave the leaves nonsolid if you wish.

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"Well, erm, not to contradict Wade, but I've never personally seen any of the adverse autoclipping effects. Still, I'm using that technique less and less..."

 

It's happened to me several times and YDNAR did post it can happen. I'm not saying it for the hell of it, I've actually seen it happen.

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OMG Wedge...LOL. You know that the leave parts of a tree model are like patches right? Try clipping a patch..I dare you. :p

 

Wade.....I do have a problem with my autoclip. It has a set boundary for obvious reasons. If your terrain map is too big and complex like mine...you get this error:

 

WARNING: MAX_MAP_PLANES (1048576) hit generating clip brushes for model maps/hills.ase.

 

Now I forgot what the max is. I think this one has about 50% more than any ASE model should.

 

Other than that using CLIP has been great for everything else. No other errors so far. But I tend to stick spawnflags 2 to terrain only.

 

Seriously, are you that lazy you can't clone your own clip brushes for your trees or other models? Does it have to be pefrectly clipped or do you just enjoy generating TONS of extra brushwork for calculation? (aimed in general) :p

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