Clipping .ase models?

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Clipping .ase models?

Postby Clueless Newbie » Mon Mar 16, 2009 10:45 pm

Suppose a map contains some very large .ase models. Some of the models are at least half-obscured by meshes and brushes. Are the obscured sections of the models still rendered? Do they affect the fps of the map? What if the models are solid?
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Postby TVR » Mon Mar 16, 2009 11:18 pm

As misc_models are entities, they do not self-cull, therefore the entire .ase will be rendered.

Always break up .ase into brushes with -forcemeta when compiling.
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Postby Clueless Newbie » Mon Mar 16, 2009 11:40 pm

TVR wrote:As misc_models are entities, they do not self-cull, therefore the entire .ase will be rendered.

Always break up .ase into brushes with -forcemeta when compiling.

When compiling the .ase models or the map with the models?

"-Force" is the same as "-Forcemeta", yes?
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Postby TVR » Tue Mar 17, 2009 1:01 am

When compiling the map with .ase's, use '-forcemeta' only.
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Postby tZork » Tue Mar 17, 2009 4:00 am

TVR wrote:As misc_models are entities, they do not self-cull, therefore the entire .ase will be rendered.

Always break up .ase into brushes with -forcemeta when compiling.


Wrong.

misc_model are a compiler only entity. it gets baked into the bsp much like a non solid detail brush. dont use -forcemeta unless you need the model to be auto-clipped. auto clipping tends to create to many collision brushes in one portal if used on map objects, so its advisable to use it only on large, not so dense models like terrain.
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Postby TVR » Tue Mar 17, 2009 5:56 am

After testing with arboria and r_lockvisibility 1, I concur with tZork.

tZork wrote:... dont use -forcemeta unless you need the model to be auto-clipped ...


I thought -forcemeta was the command for dividing a model into structural brushes...
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Postby divVerent » Tue Mar 17, 2009 7:15 am

No, models never become structural brushes, no matter which flags you set.

The only way to DO make structural brushes from a model is using a shader with surfaceparm structural.
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