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InsideQC Forums • View topic - [SOLVED] common/weapclip on models

[SOLVED] common/weapclip on models

Discuss the construction of maps and the tools to create maps for 3D games.

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[SOLVED] common/weapclip on models

Postby toneddu2000 » Mon Aug 25, 2014 12:18 pm

Hi guys, last night I(tought I) had a great idea. Let's face it: someone loves Radiant, someone hates it. I'm one of the haters, together with Adobe InDesign is my less favourite software! :D So yesterday I tought: "What if, I export an obj model from Blender with 2 objects, for example a column and a box surrounding it with shader common/weapclip I will solve my mapping problems, because the surrounding box will be the collision model of the column, as I always do with UDK: a model(s) and a collision model. That's it" But I was wrong. Darkplaces sees the 2 distinct shaders (the column and the weaplip one) but the player penetrates it.
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! :D
cheers
Last edited by toneddu2000 on Fri Aug 29, 2014 5:00 pm, edited 1 time in total.
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Re: common/weapclip on models

Postby toneddu2000 » Mon Aug 25, 2014 6:00 pm

Looking at my own previous post with a more "professional" eye, I undestand only now how stupid was my question: weapclip is just a transparent shader, nothing more. Is just the application to a bsp brush that makes it invisible AND collidable. Of course on obj models, that are not collidable on their own, it's completely useless. Sorry to have spoiled a forum entry. Anyway, my question remains (only modified a little): does anyone knows how to create a "collision hull" for obj models?
Thanks again
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Re: common/weapclip on models

Postby Spike » Mon Aug 25, 2014 7:42 pm

with vanilla quake3 tools, you can't. trianglesoup is strictly non-solid. only brushes+patches are solid.

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.
there's some file you can edit, I don't remember the details now, gb will know.
what? I don't make maps! I'm too lame for that! pff, don't look at me like that.

with dp, there's some special meshcollision flag that the engine parses specially.

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). this is why fte has a nodraw2 surfaceparm - engine behaves the same, but q3map2 doesn't see it.
.
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Re: common/weapclip on models

Postby toneddu2000 » Mon Aug 25, 2014 8:17 pm

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Re: common/weapclip on models

Postby toneddu2000 » Mon Aug 25, 2014 9:20 pm

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Re: common/weapclip on models

Postby toneddu2000 » Tue Aug 26, 2014 10:04 pm

Little update: on Windows, with NetRadiant binary found , this trick works too.
Just a side note to the mini recipe I wrote yesterday. When you create the shader texture, be sure the texture has an alpha channel, it has background BLACK and it's saved with 32 bit.

Please Spike, enlighten me with the FTE custom surfaceparm trick, so I can write it up! :D
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Re: common/weapclip on models

Postby Spike » Tue Aug 26, 2014 10:42 pm

.
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Re: common/weapclip on models

Postby toneddu2000 » Wed Aug 27, 2014 10:27 pm

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Re: common/weapclip on models

Postby goldenboy » Thu Aug 28, 2014 2:43 am

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Re: common/weapclip on models

Postby toneddu2000 » Thu Aug 28, 2014 3:06 pm

thanks gb but unfortunately it doesn't work :(
I tried objs and ase (I had to use ase model files since Blender Institute seems to abandon development of ASE model exporter - the only one I found is but it's broken . some triangles not seen)
I used FTEQW 1.03 stable 32bit and last svn trunk (32bit I presume) - fteglqw.exe-

@Spike: did you know that stable version and svn one are completely different?
On stable
- fmf text file for proper game structure works
- realtime ligths with csaddon works
- console commands like r_wireframe exist
on svn version
- no
. illumination (created with stable version with csaddon) is completely scrambled
- not present
How's that possible?

Thanks both for your help
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Re: common/weapclip on models

Postby goldenboy » Thu Aug 28, 2014 5:03 pm

The stable version of FTE is basically from the stone age. It#s no wonder that stuff created by the stable version might not work with the latest version. It's labeled "Old Stable" for a reason.

The current SVN version is very stable too, there has been a huge amount of testing and bugfixing recently. If you spot a bug in the recent version, just report it. Comparisons with "Old Stable" make little sense.

The 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. Another possibility is that you need to flip some edges around the problem zones.

I have tried the meshcollide shader I posted with ASE models including both the textured mesh and the collision hull; it works for me and I use it all the time. 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.

Perhaps your ASE model does not contain the correct paths? Try and open it in a text editor (ASE is a plaintext format) and adjust the file paths to match your installation. This is a common problem; you need to pay attention to what you name your materials in Blender to avoid this.

r_wireframe works for me in FTE SVN 4734 with q3bsp.

rtlight editor also works.

Edit: You might also need to remove any stale glsl folder from your installation - newer builds sometimes also have new glsl.

Edit 2: You are adding -custinfoparms to your q3map2 BSP command line, right?
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Re: common/weapclip on models

Postby toneddu2000 » Thu Aug 28, 2014 11:20 pm

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Re: common/weapclip on models

Postby goldenboy » Fri Aug 29, 2014 12:13 am

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Re: common/weapclip on models

Postby toneddu2000 » Fri Aug 29, 2014 5:00 pm

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Re: [SOLVED] common/weapclip on models

Postby toneddu2000 » Thu Jan 15, 2015 10:05 pm

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