Clipmodel: Difference between revisions

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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.
== 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.

See also