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Using 'inline' models

kat · 1 · 5714

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Offline kat

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What are 'inline' models?
'Inline' models are models that are flagged (marked) for conversion to world geometry at compile time; essentially the model geometry is converted in such as way as to have similar properties to normal brushwork.

Design note : Doom 3 and Quake 4 currently have 'inline' already available as part of the editing environment, whereas Quake 3 needs the use of Q3Map2 for implementation.

How do I create Inline models?
Because it's a simple entity 'flag' it's just a question of loading the model into the editor and then in the entity property inspector adding the following key/value pairing whilst the entity is selected (it has to be manually typed);

Code: [Select]
This then lets the compiler known to convert the flagged model to world geometry.

Are there problems with using Inline models?
'Yes' and 'no'. The main 'problem' seems to only effect very large models, models used for big sections of map geometry for instance; if (vis)Portals have been placed in the map they *may* cause the model to 'blink' in and out of render during game time. Smaller map objects don't seem to be effected in the same way so be aware of this potential problem if you 'model' a map rather than build it using the editor.

Keep in mind that if you inline a complex model (lots of polygons as well as surface complexity) you can quite easily bloat the map file considerably. Also due to Quake 4's 'simplified' collision system you may find collision errors cropping up where small or complex shapes haven't quite made it during the BSP process.