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InsideQC Forums • View topic - Inter Quake Model (IQM) real time collision

Inter Quake Model (IQM) real time collision

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Inter Quake Model (IQM) real time collision

Postby toneddu2000 » Sat Jan 17, 2015 5:26 pm

- my first commercial game, made with FTEQW game engine
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Re: Inter Quake Model (IQM) real time collision

Postby Spike » Sun Jan 18, 2015 6:06 am

'surfaceparm meshcollide' is parsed by q3map2 rather than fte. this makes it valid only in q3bsp, but does mean that it can work on dedicated servers (where shaders are not parsed).
as a general rule, fte avoids loading anything but bsp objects on dedicated servers. this makes it awkward to use an iqm for collisions.
an animated iqm/model will animate through whatever its meant to be blocking.
in theory you can use SOLID_BSP and utilise whatever logic MOVE_HITMODEL uses, even without that flag set. at the current time, I believe its limited to point collisions. just don't expect movetype_push to actually push (it'll likely move straight through half the time and get blocked the rest, typically with the blocker *inside* it). hopefully the server will realise that it needs to load the model this way (you should set sv_gameplayfix_setmodelrealbox if you want servers to actually load on precache).
if all else fails, you can always spawn mulitple bbox entities.
.
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Re: Inter Quake Model (IQM) real time collision

Postby toneddu2000 » Sun Jan 18, 2015 11:14 am

- my first commercial game, made with FTEQW game engine
toneddu2000
 
Posts: 1395
Joined: Tue Feb 24, 2009 4:39 pm
Location: Italy

Re: Inter Quake Model (IQM) real time collision

Postby Spike » Sun Jan 18, 2015 11:48 am

you likely wouldn't want such uneven ground in an fps anyway, at least for player collisions.

if you can figure out q3map2, there might be a way to compile a misc_model as an inline/sub model. I've never personally tried.

I said it was a general rule, not a strict one. the server can supposedly load+use mdls/etc for 1) setmodel setting the 'correct' model size. 2) MOVE_HITMODEL hitting mesh geometry instead of just bbox. 3) SOLID_BSP entities.
SOLID_BSP on non-bsp entities is basically untested. It should work as well as MOVE_HITMODEL, but I'm not gonna claim its any more robust than that (the point collisions thing means it probably isn't really usable).

point collisions, as opposed to boxes. points are tiny points. ie traceline vs tracebox.
.
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Re: Inter Quake Model (IQM) real time collision

Postby toneddu2000 » Sun Jan 18, 2015 1:46 pm

- my first commercial game, made with FTEQW game engine
toneddu2000
 
Posts: 1395
Joined: Tue Feb 24, 2009 4:39 pm
Location: Italy

Re: Inter Quake Model (IQM) real time collision

Postby Spike » Sun Jan 18, 2015 2:05 pm

.
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Re: Inter Quake Model (IQM) real time collision

Postby toneddu2000 » Sun Jan 18, 2015 3:21 pm

Thanks a lot Spike, now it's more clear. I'll make some tests with BSP and I'll post it here
- my first commercial game, made with FTEQW game engine
toneddu2000
 
Posts: 1395
Joined: Tue Feb 24, 2009 4:39 pm
Location: Italy

Re: Inter Quake Model (IQM) real time collision

Postby toneddu2000 » Sun Jan 18, 2015 8:10 pm

- my first commercial game, made with FTEQW game engine
toneddu2000
 
Posts: 1395
Joined: Tue Feb 24, 2009 4:39 pm
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