Clipmodel: Difference between revisions

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Tels (talk | contribs)
add
 
Tels (talk | contribs)
add some info
Line 8: Line 8:
  "model"          "models/darkmod/weapons/broadhead.lwo"
  "model"          "models/darkmod/weapons/broadhead.lwo"
  "clipmodel"      "models/darkmod/weapons/broadhead_collision.ase"
  "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.


{{spawnargs}}
{{spawnargs}}

Revision as of 16:51, 23 August 2008

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.