Pictured: models/outdoors/watertower.md3 with fog 0.8 0.25 0.25 0.2 1.0 (density: 0.8 rgb: red 0.25 green 0.25 blue 0.2 alpha: 1.0 means sky obscuring).
Pictured: You can stand under the branches of these trees.
misc_model
The Quake 3 map tools support compiling models into a map and they become part of the .bsp. These models collide and light according to their geometry.
It increases the size of the .bsp and can make the map compile tools and the engine running the map do more work. Therefore, if the model geometry is not an important part of the map and is an uninteractive decoration, it may be better suited for misc_mdl_entity or misc_mdl_illusionary (similar to func_illusionary in Quake 1).
Note that it is possible to make a misc_model non-colliding like a func_illusionary with flags, removing the solid flag.
scale
To scale a misc_model up or down, set "modelscale" "0.25" to make a model 25% size or "modelscale" "2" to double the size.
Examinivg Collision
We will examine collision looking at the Quake3_Quake1 playable single player demo map hotel1 ("The Hotel").
In the rooms, there are bathrooms and sinks. These are compiled into the map.
And yes we can stand in the bathtub. We fit. On the "The Hotel" occasionally there are items in a bathtub.
And this bottle fits into the sink. The bottle of pills is a Quake healthbox with the model property set to "model" "models/props/bottle_02.md3".
The machine and the rails here are compiled into this map.
Notes:
- It is possible to make a misc_model part of a moving entity like a door. Example: create a block and and turn it into a func_wall_rotating give it a targetname of "wall1". Create a misc_model and set "target" "wall1". The map compiler will make it part of the wall. Although this does work, a better idea usually is to make the "misc_model" into a "misc_mdl_entity" or "misc_mdl_illusionary" and set "attach_to" "wall1" or "door1" as these are not compiled into the map which is better if the model is a decoration.