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How to make a collmap or add collisions for a map made in Maya?

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Created 7 years ago
by hiyaimcool
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So I made this



map all in Maya, so it doesn't have collisions and I was wondering if there was a way to put collisions on all polygons instead of making a whole collmap from scratch. Any help would be appreciated.
Last Edit: December 20, 2016, 10:29:23 am by Sidzzz
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it would take you like a couple of minutes to clip something this simple, i would follow the geometry with patches or brushes made out of CLIP assuming you want the player to collide with it and not run trough. So no need to make a collmap for something unless you will be rotating things and reusing them 30+ times in the map like barrels or chairs that can have different orientations for every place.

importing something from maya prop takes longer time then clipping it  ;)
Last Edit: December 20, 2016, 11:13:50 am by RadimaX
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Is there a way to make a copy of the model but replace all textures with a clip at all?
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You could try right-clicking at the top of Radiant near the stuff that has like, File, Edit and stuff like that. Then click on Clip Generation with the model selected.
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There are so many vertices in it that it gets a little bit done and then Radiant crashes.
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split your model in half and import the two halves and clip generate each individually. if they work then copy the clips and import the original model. if it doesnt work cut the halves in half.
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http://www.wantonhubris.com/obj-2-map/

you might wanna use this if you don't want to clip the model on your own but i suggest you remove the parts of the model where they can't reach. you may also need to edit the output so that radiant can open it since i believe there are some differences between quake's and cod's map format.
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Double Post Merge: December 22, 2016, 11:15:24 pm
http://www.wantonhubris.com/obj-2-map/

you might wanna use this if you don't want to clip the model on your own but i suggest you remove the parts of the model where they can't reach. you may also need to edit the output so that radiant can open it since i believe there are some differences between quake's and cod's map format.


I read through that and it seems to just be to make the model into a .map file. How would I make it a clip?
Last Edit: December 22, 2016, 11:16:28 pm by hiyaimcool
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Double Post Merge: December 22, 2016, 11:15:24 pm

I read through that and it seems to just be to make the model into a .map file. How would I make it a clip?
select all the brushes and apply clip texture. Shouldn't be too hard.
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select all the brushes and apply clip texture. Shouldn't be too hard.

It won't even open the .map file. Radiant keeps crashing.
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It won't even open the .map file. Radiant keeps crashing.
like i said, you may need to change some things to make it work on radiant since quake's and cod's .map files have little differences
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like i said, you may need to change some things to make it work on radiant since quake's and cod's .map files have little differences

What would I need to change?
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What would I need to change?
i'm not on my own computer so i can't inspect .map formats of those games but i'm looking into it at the moment. i'll let you know once i figure it out.

Double Post Merge: December 23, 2016, 07:57:02 pm
i think i figured how to make it work. you need to open the generated .map file with a text editor and replace the commas with dots and replace the values after the plane data with the following

Code Snippet
Plaintext
clip 0.0625 0.0625 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0

so the result should look like this

Code Snippet
before
{
"classname" "worldspawn"
{
( -1000000,000 -1000000,000 1000000,000 ) ( -1000000,000 1000000,000 -1000000,000 ) ( -1000000,000 1000000,000 1000000,000 ) DEFAULT 0 0 0 1 1
( -1000000,000 1000000,000 1000000,000 ) ( 1000000,000 1000000,000 -1000000,000 ) ( 1000000,000 1000000,000 1000000,000 ) DEFAULT 0 0 0 1 1
( 1000000,000 1000000,000 1000000,000 ) ( 1000000,000 -1000000,000 -1000000,000 ) ( 1000000,000 -1000000,000 1000000,000 ) DEFAULT 0 0 0 1 1
( 1000000,000 -1000000,000 1000000,000 ) ( -1000000,000 -1000000,000 -1000000,000 ) ( -1000000,000 -1000000,000 1000000,000 ) DEFAULT 0 0 0 1 1
( -1000000,000 -1000000,000 -1000000,000 ) ( 1000000,000 1000000,000 -1000000,000 ) ( -1000000,000 1000000,000 -1000000,000 ) DEFAULT 0 0 0 1 1
( 1000000,000 -1000000,000 1000000,000 ) ( -1000000,000 1000000,000 1000000,000 ) ( 1000000,000 1000000,000 1000000,000 ) DEFAULT 0 0 0 1 1
}
}

Code Snippet
after
{
"classname" "worldspawn"
{
( -1000000.000 -1000000.000 1000000.000 ) ( -1000000.000 1000000.000 -1000000.000 ) ( -1000000.000 1000000.000 1000000.000 ) clip 0.0625 0.0625 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
( -1000000.000 1000000.000 1000000.000 ) ( 1000000.000 1000000.000 -1000000.000 ) ( 1000000.000 1000000.000 1000000.000 ) clip 0.0625 0.0625 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
( 1000000.000 1000000.000 1000000.000 ) ( 1000000.000 -1000000.000 -1000000.000 ) ( 1000000.000 -1000000.000 1000000.000 ) clip 0.0625 0.0625 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
( 1000000.000 -1000000.000 1000000.000 ) ( -1000000.000 -1000000.000 -1000000.000 ) ( -1000000.000 -1000000.000 1000000.000 ) clip 0.0625 0.0625 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
( -1000000.000 -1000000.000 -1000000.000 ) ( 1000000.000 1000000.000 -1000000.000 ) ( -1000000.000 1000000.000 -1000000.000 ) clip 0.0625 0.0625 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
( 1000000.000 -1000000.000 1000000.000 ) ( -1000000.000 1000000.000 1000000.000 ) ( 1000000.000 1000000.000 1000000.000 ) clip 0.0625 0.0625 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
}
}
Last Edit: December 23, 2016, 08:09:11 pm by johndoe
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i would have made the clips from scratch in radiant along the xmodel imported by 19, 2016, 08:39:27 instead of looking for other "faster" solutions lol its a cylinder m8 just MAKE IT, literally minutes....
Last Edit: December 27, 2016, 07:45:29 pm by RadimaX
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Last Edit: December 27, 2016, 07:33:51 pm by hiyaimcool

 
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