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Making Solid Models

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Created 11 years ago
by vinnyz500
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This is not more along the lines of help, but more along the lines of a request. Could ANYBODY figure out a way to develop an app that can make a model solid? I'm no genius but i know this could be done. If you are that one guy that wants to make everyone in the world happy, here are some ideas on how it may work.

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Idea 1: What if there was a way you could develop an app for maya that can some how have a separate export option and instead of it exporting a .xmodel_export it exports a .map file with the exact model, except it has the clip texture applied to it

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Idea 2: You save the model in a seperate .map file ( Like a prefab) and it copies the model and spits the same thing except with the clip texture applied to it back as a .map

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Idea 3: Somehow find out how COD reads the data on a clip to say ''Hey, this is solid'' and work with it *garbage idea*

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An app like this would be really helpful for many map developers, in terms of ripping from other videogames
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Or, you could just put a clip around it in Radiant.   :poker: what am I missing here. I don't see the point.
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http://wiki.modsrepository.com/index.php?title=Call_of_Duty_5:_Creating_Collmaps_for_Models

A model is never solid, it's Always just a model and a clip. Some waw-models have col-maps by default though, but most dont.
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http://wiki.modsrepository.com/index.php?title=Call_of_Duty_5:_Creating_Collmaps_for_Models

A model is never solid, it's Always just a model and a clip. Some waw-models have col-maps by default though, but most dont.
Yeah I am aware they aren't "solid" but I'm talking about something to make a clip in the same exact shape of the model
Or, you could just put a clip around it in Radiant.   :poker: what am I missing here. I don't see the point.
I am talking about full level rips from older videogames that are very very large and takes ages to clip
Last Edit: May 31, 2015, 01:32:02 pm by vinnyz500
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Yeah I am aware they aren't "solid" but I'm talking about something to make a clip in the same exact shape

That would be pretty useless, and create unneeded complicated clips. For example a Bookshelf can simply be clipped with a square brush, only taking one clip-brush. Would you 'replicate' the shelf in clip brushes that would easily add 5 - 10 brushes ( depending on the shape etc ).
I understand it would be easier to have a program do it for you, but affraid it's not the best way..
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That would be pretty useless, and create unneeded complicated clips. For example a Bookshelf can simply be clipped with a square brush, only taking one clip-brush. Would you 'replicate' the shelf in clip brushes that would easily add 5 - 10 brushes ( depending on the shape etc ).
I understand it would be easier to have a program do it for you, but affraid it's not the best way..
but logically for a bookshelf, you would Obivously do that. But I'm talking about massive scale models, stuff like levels and full on ports from videogames. I mean, if someone had the same purpose I would use it for they would understand what I'm talking about, and it would make a lot of things easier for people to port stuff
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Well I just thought of a genius idea, I think.

Take the model (obj) of the map or geometry or whatever you're porting to WAW and export it to xmodel_export and convert as normal.

Then take the same model in Maya, rextexture it with the clip material in Maya and export it to xmodel_export and convert as normal. The overlap the 2 in Radiant. Think that would work, as long as models made with the clip texture have the same properties as brushes/patches with the clip texture. You'd probably need to repeat this process with the 'weapon_clip' texture as well.
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Well I just thought of a genius idea, I think.

Take the model (obj) of the map or geometry or whatever you're porting to WAW and export it to xmodel_export and convert as normal.

Then take the same model in Maya, rextexture it with the clip material in Maya and export it to xmodel_export and convert as normal. The overlap the 2 in Radiant. Think that would work, as long as models made with the clip texture have the same properties as brushes/patches with the clip texture. You'd probably need to repeat this process with the 'weapon_clip' texture as well.

 :D i actually tried this with a waw model this morning. It turns up invisible in radiant ( you can select it, it's just invisible ), and it's also like it's not there ingame.  :(
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Yeah I am aware they aren't "solid" but I'm talking about something to make a clip in the same exact shape of the modelI am talking about full level rips from older videogames that are very very large and takes ages to clip
lol I can literally think of not one instance that would be useful. you say on huge models only? Well I doubt youd have many, just clip it yourself?

Plus your missing the obvious, some models are oddly shaped, if the clip is exact, you could get stuck in them, trapped under them, prone or crouch under certain parts of models to avoid zombies detection etc etc

Would just be a world of trouble, I think opening radiant, dragging a box and clicking "clip" would not only be 10x faster, but would also not be super buggy and like candy to glitch exploiters (most likely the reason Treyarch, InfinityWard and Sledgehammer are happy with it the way it is?)

Also, there is a tutorial on this site somewhere explaining how to make the collision detection on models, its a full explination too, and involves very little work, just no one finds it neccesary

I think literally the only time you want exact clip detection is if you will be interacting with a model, like a ball you can kick or something, nothing else

 
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