i got 3D max to export an ase-format, adding shaders to the model.
i got the problem I am still running through the model.
i thought playerclip would solve the problem, but no way...
this probab is a stupid question, but i can't seem to find the solution...
here is the shader
textures/pfolio/geron2
{
surfaceparm playerclip
deformVertexes move 0 0 0 square 0 10 0 0.1
{
map textures/pfolio/ger_2.tga
tcMod rotate 2
tcMod stretch sin 0 20 0 0.1
}
}
i heard about webcam-shader possibility, anyone knows this?
here is a first try pic (too heavy mech)
[lvlshot]http://users.telenet.be/NGN/ola2.jpg[/lvlshot]
//Obsidian: As mentioned, use lvlshot.
noobquest
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- Posts: 4022
- Joined: Sat Mar 12, 2005 6:24 pm
Models are never solid. Although q3map2 does offer an autoclip feature, that creates a brush for every triangle in a model. I wouldnt recommend it for the model you have because it looks quite complex and the autoclip feature might not give you perticularly optimal results. Manually clipping with weapclip of playerclip would be difficult, but would probably give better results. If you do wish to try autoclip though, add spawnflags 2 to the misc_model entity.
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- Posts: 153
- Joined: Tue Mar 08, 2005 4:29 am
Could you not have a 'high' (visible) model and then also export from max a super optimised low poly for the collision? and I dunno... add a see-through shader on it that doesn't catch bullet decals, etc?$NulL wrote:. I wouldnt recommend it for the model you have because it looks quite complex and the autoclip feature might not give you perticularly optimal results. .
similar to physics sims in games now... even for complex stuff like statues you still need to bulk out a collision mesh with primitives.