Imroved Collision Detection source now available

What's working? What isn't? What could be improved? Let's hear your ideas on how to improve AGR, and try to achieve .. perfection.
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bloodsnipe
Posts: 7
Joined: Thu Feb 26, 2015 7:18 am

Imroved Collision Detection source now available

Post by bloodsnipe »

Hey OMC

I posted this on func_msgboard
https://www.celephais.net/board/view_th ... p?id=62183

Maybe we can convince the spike to add this feature to FTE. This way, sniping can turn into an actual skill and headshots won't need to be nerfed.

OneManClan
Site Admin
Posts: 285
Joined: Tue Feb 15, 2011 4:30 pm

Re: Imroved Collision Detection source now available

Post by OneManClan »

Check out: https://quakewiki.org/wiki/DP_QC_TRACE_ ... E_HITMODEL

Also, Spike suggested you "might also want to support SOLID_BSP+mdl too"
Also (quoting Spike):
fte supports optimised collisions against static models (read: .obj or boneless .iqm), which should make it somewhat viable as a replacement for the worldmodel.
pointcontents will fail though, obviously.
and lighting such models will always be a pain. iqm supports vertex colours at least, so yay for lots of shaders to get that to actually happen...
I'm still figuring all this out, but my understanding is that using MOVETYPE_HITMODEL* only works with q2bsp and q3bsp, so maps would have to be recompiled. I'm not sure what the situation is for those not using FTE, but I'm curious about giving it a go at some stage.


* for those who have no idea wtf we're talking about, this is about making it so (eg) projectiles can pass between (eg) a players legs

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