BladeKiller, on 29 April 2019 - 05:38 PM, said:
You don't need to include the models with the map unless they move. Static 3D models are baked into the bsp and not needed in the pk3. This would make your pk3 a bit smaller.
Hey BladeKiller/ and/or anyone reading/ All,
4 quick points of question
1. Missing texture flag on models
So I've removed the models from the .pk3 and it was all going fine until I got to re-building the basement and the toolbox models didn't work. [edit: note all other models worked fine up to that point]
model path: models/mapobjects/br_toolbox2/br_toolbox3.md3
and
model path: models/br_toolbox2/br_toolbox4.md3
both giving the same results.
If I include the toolbox model files in the .pk3 it fixes the issue, which makes me feel the models aren't getting 'baked' into the .bsp and so this same issue could arise with other models I'm using with future updates to UrT.
Photo of Radiant view:
Photo of in game missing texture:
All fine with these model files in .pk3 (models/mapobjects/br_toolbox2/br_toolbox3.md3)
2. I also have a general question regarding the principle of - 'brushes should never intersect'
This is fine and I always do this with structural brushes and detail brushes (clipper tool is essential for this and many other applications), but there are instances when this isn't practical, with in example a playerclip brush.
Although it's possible to make these also never intersect, it's practical and creates a better result at times to have these brushes intersect detail brushes. Is this considered ok? I haven't noticed any ill effect doing it, but I wanted to clarify
Photo of Radiant view, one large playerclip brush/box intersecting multiple smaller detail brushes
Photo of Radiant - filter out playerclip - non-intersecting detail brushes
I'll keeping doing it until I hear otherwise.
3. NOT GOOD! shadow falling below a transparent mask scripted brush
I'm getting this shadow falling on the wall behind a mask. The mask is some filth making the walls dirty below eaves. I can see a fine line on the wall, where I don't want line/shadow from the bottom of the mask brush. I've tried a few different brush application techniques, angled edges, another mask against the edge, moving closer to the wall (it's a half unit from the wall) and also lining up the shadow with the brick work which didn't truely solve the problem. It's minor but it's there. The photo has had it's contrast adjusted to highlight the issue
Is the solution in the script? can I make the shadow fall away from the wall? I haven't done this before, and might only solve the issue in some cases. Suggestions?
4. Anyone else had issues editing their minimap .tga?
This post has been edited by Sneaks: 24 June 2019 - 07:41 AM