So, weapclip is usable only for bsp brushes? There would be a way to added support even to misc_model? I still didn't try with FTE. Tonight I'll do it, but I think it's a quake limit. Let me know if one of you have found a way!
cheers
Thanks Spike, very helpful as always!I understood the nodraw2 part but I didn't grasp the Q3map2 hack part, Do you mean, by code? Should I have to hack Q3map2 source or do you mean to add in Radiant a flag 0x80000000. If so, what would be the key?with fte, you need to hack q3map2 to create a custom surfaceparm to set flag 0x80000000, and then add that to your shader. add 'surfaceparm nodraw2' as well, so its not visible. this avoids dedicated servers needing to parse shaders.
Yeah,it's like thiswith dp, there's some special meshcollision flag that the engine parses specially.
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textures/common/objcollision
{
qer_trans 0.4
surfaceparm trans
dpmeshcollisions
{
map textures/common/collision.tga
}
}Exactly what I'm trying to understand!if you add nodraw to your shader, q3map2 will delete those surfaces completely, so try to avoid using that (I have no idea how this is meant to then work with dp).
Supercool! I want to test it imediately!this is why fte has a nodraw2 surfaceparm - engine behaves the same, but q3map2 doesn't see it.
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textures/common/objcollision
{
qer_trans 0.4 //transparency only in editor
dpmeshcollisions
surfaceparm trans
{
map textures/common/collision.tga
blendfunc add
rgbgen identity
}
}Code: Select all
//custom surfaceParms file (for 'q3map2 -custinfoparms')
//custom CONTENTS_ flags
{
}
//custom SURF_ flags
{
//dirt 0x80000
//grass 0x100000
//wood 0x200000
//stone 0x400000
//metal 0x1000
//sparks 0x800000
//glass 0x1000000
meshcollide 0x80000000
}
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textures/common/objcollision
{
qer_trans 0.4 //transparency only in editor
surfaceparm meshcollide
surfaceparm nodraw2
{
map textures/common/collision.tga
blendfunc add
rgbgen identity
}
}
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textures/common/meshcollide
{
qer_trans 0.5
surfaceparm nodraw2
surfaceparm nolightmap
surfaceparm nodlight
surfaceparm trans
surfaceparm meshcollide
}
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svn co https://fteqw.svn.sourceforge.net/svnroot/fteqw/branches/wip/
//and then
make gl-rel
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/usr/bin/ld: ./release/gl_linux/fs_zip.o: undefined reference to symbol 'inflateInit2_'
//lib/x86_64-linux-gnu/libz.so.1: error adding symbols: DSO missing from command line
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BASELDFLAGS ?= -lm -ldl -lpthread
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BASELDFLAGS ?= -lm -ldl -lpthread -lz
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svn checkout svn://svn.code.sf.net/p/fteqw/code/trunk fteqw-codeCode: Select all
make gl-relNo.Edit 2: You are adding -custinfoparms to your q3map2 BSP command line, right?
Really? Would it work? Radiant can recognize _collision object or should I put the _collision model precisely at the same position of the object model?You can try to make the collision hull a seperate file, perhaps that will work for you (so you have an xyz_collision.ase as well as an xyz.ase) but it should not be necessary.
No, I used a simple box created by Blender and then simply unwrapped. I use Blender 2.7, maybe this is the problem, I dunnoThe ASE exporter you linked is the recommended one; I use it all the time. If there are triangles missing, take a look at the face normals in Blender and flip them where necessary
Just putting it in the same place.Really? Would it work? Radiant can recognize _collision object or should I put the _collision model precisely at the same position of the object model?
Well now that objs work I'm happy!No idea why your ASE models aren't working, it's a little harder to get them right compared to OBJ anyway.
Yeah, mine is 4728, even if I downloaded the 4734 trunk.Edit: To find out what version of FTE you are actually running, you can enter "version" in the console and it will show the revision number. The current versions are something like 47xx.
Well on Windows, it works ok. If there's no light it's black, as it should be. On Linux I'll investigate in the futureEdit2: No idea about your lightmaps, my lighting seems to work. Perhaps you put no light entity in the map.

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textures/materialfolder/materialnameCode: Select all
textures/simple/green
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textures/common/objcollision


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Forward: -Y Forward
Up: Z Up


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<build name="q3map 32bit with collisions and no light">
<command>[q3map2_32bit] -custinfoparms -meta -v "[MapFile]"</command>
<command>[q3map2_32bit] -vis -saveprt "[MapFile]"</command>
</build>
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FIXME: name == NULL || strlen(name) == 0 in QERApp_Shader_ForName
FIXME: name == NULL || strlen(name) == 0 in QERApp_Shader_ForName
FIXME: name == NULL || strlen(name) == 0 in QERApp_Shader_ForName
FIXME: name == NULL || strlen(name) == 0 in QERApp_Shader_ForName