From: Rudolf Polzer Date: Sun, 1 Aug 2010 18:40:08 +0000 (+0200) Subject: add two missing misc_model spawnflags X-Git-Tag: xonotic-v0.1.0preview~141^2~7^2~5 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=b72203aaacb548596bd4174b8724715cd26be7b7;p=xonotic%2Fxonotic-maps.pk3dir.git add two missing misc_model spawnflags --- diff --git a/scripts/entities.def b/scripts/entities.def index 826f4fa6..6572153f 100644 --- a/scripts/entities.def +++ b/scripts/entities.def @@ -637,7 +637,7 @@ Use trigger_monoflop if you want the laser to turn off for a while, then turn ba When the laser's target has itself target set, its targets are triggered when someone enters or leaves the laser. */ -/*QUAKED misc_model (1 .5 .25) (-16 -16 -16) (16 16 16) - SOLID - EXTRUDE_NORMALS EXTRUDE_TERRAIN COLOR_TO_ALPHA +/*QUAKED misc_model (1 .5 .25) (-16 -16 -16) (16 16 16) - SOLID FORCE_META EXTRUDE_NORMALS EXTRUDE_TERRAIN COLOR_TO_ALPHA DONT_FIX_NORMALS Generic placeholder for inserting MD3 models in game. Requires compilation of map geometry to be added to level. If the map is compiled with Q3Map2, then ASE, 3DS, OBJ and other model formats are supported. -------- Q3MAP2 KEYS -------- model: file name of model to include @@ -653,9 +653,11 @@ _lightmapscale: light map resolution factor _celshader: the cel shader for this -------- SPAWNFLAGS -------- SOLID: make the model solid +FORCE_META: force the model to go through the -meta pipeline and enable lightmapping EXTRUDE_NORMALS: for converting triangles to clip brushes, extrude along the model normals (by default, extrusion happens in a coordinate axis direction that is decided per triangle) EXTRUDE_TERRAIN: always extrude downwards (for terrain) COLOR_TO_ALPHA: use the color value as alpha (for terrain blending) +DONT_FIX_NORMALS: do not regenerate normals */ /*QUAKED misc_gamemodel (0 .5 .8) (-8 -8 -8) (8 8 8) ALIGN_ORIGIN ALIGN_BOTTOM