Clipping .ase models?

Post anything to do with editing Nexuiz here. Whether its problems you've had, questions, or if you just want to show off your work.

Moderators: Nexuiz Moderators, Moderators

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?
    2 GHz Mac Pro
    Mac OS X 10.6.2
    nvidia GeForce 8800 GT
    Clueless Newbie
    Keyboard killer
     
    Posts: 518
    Joined: Wed Jan 03, 2007 1:01 pm

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.
    TVR
    Alien trapper
     
    Posts: 404
    Joined: Fri Jun 01, 2007 12:56 am

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?
    2 GHz Mac Pro
    Mac OS X 10.6.2
    nvidia GeForce 8800 GT
    Clueless Newbie
    Keyboard killer
     
    Posts: 518
    Joined: Wed Jan 03, 2007 1:01 pm

Tue Mar 17, 2009 1:01 am

  • When compiling the map with .ase's, use '-forcemeta' only.
    TVR
    Alien trapper
     
    Posts: 404
    Joined: Fri Jun 01, 2007 12:56 am

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.
    HOF:
    <Diablo> the nex is a "game modification"
    <Diablo> quake1 never had a weapon like that.
    <Vordreller> there was no need for anything over 4GB untill Vista came along
    <Samua>]Idea: Fix it? :D
    <Samua>Lies, that only applies to other people.
    User avatar
    tZork
    tZite Admin
     
    Posts: 1337
    Joined: Tue Feb 28, 2006 6:16 pm
    Location: Halfway to somwhere else

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...
    TVR
    Alien trapper
     
    Posts: 404
    Joined: Fri Jun 01, 2007 12:56 am

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.
    1. Open Notepad
    2. Paste: ÿþMSMSMS
    3. Save
    4. Open the file in Notepad again

    You can vary the number of "MS", so you can clearly see it's MS which is causing it.
    User avatar
    divVerent
    Site admin and keyboard killer
     
    Posts: 3809
    Joined: Thu Mar 02, 2006 4:46 pm
    Location: BRLOGENSHFEGLE



Return to Nexuiz - Editing




Information
  • Who is online
  • Users browsing this forum: No registered users and 1 guest