Clipmodel: Difference between revisions
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In all cases, however, the usual D3 limits for clipmodels apply, that means the clipmodel must be quite simple. | In all cases, however, the usual D3 limits for clipmodels apply, that means the clipmodel must be quite simple. | ||
== See also == | |||
* [[noclipmodel|How to generate simple clipmodels via spawnargs]] | |||
{{spawnargs}} | {{spawnargs}} |
Latest revision as of 16:11, 5 February 2009
The clipmodel spawnarg specifies a file that is used to be as a collision model for the entity. This allows the CM to be in a different file than the model itself.
Preferable both should be in one file, though.
Example:
"model" "models/darkmod/weapons/broadhead.lwo" "clipmodel" "models/darkmod/weapons/broadhead_collision.ase"
It is also possible to name another func_static as the clipmodel.
In all cases, however, the usual D3 limits for clipmodels apply, that means the clipmodel must be quite simple.