Asgarath83 Posted September 20, 2015 Posted September 20, 2015 i was thinking a solution about this... when you place and MD3 models into map, you need to manually building the colldier with brushes textured with system/physic_clip round the model. because using the solid spawnflag of model is not a good idea because engine generate a solid structural collider very complex and heavy for map and for engine itself.so... i was thinking about that...why not make on blender the models itself with also their collider boxes textured with md3shader "textures/system/physic_clip" or any other kind of clip shaders? so the model MD3 itself get is own collider, include with MD3 itself. during radiant compiling, engine read the shader of the physic clip and male solid the collider meshes. that was my idea. should be work? or the engine automatically avoid to clipping the misc_model entities?
Langerd Posted September 20, 2015 Posted September 20, 2015 i was thinking a solution about this... when you place and MD3 models into map, you need to manually building the colldier with brushes textured with system/physic_clip round the model. because using the solid spawnflag of model is not a good idea because engine generate a solid structural collider very complex and heavy for map and for engine itself.so... i was thinking about that...why not make on blender the models itself with also their collider boxes textured with md3shader "textures/system/physic_clip" or any other kind of clip shaders? so the model MD3 itself get is own collider, include with MD3 itself. during radiant compiling, engine read the shader of the physic clip and male solid the collider meshes. that was my idea. should be work? or the engine automatically avoid to clipping the misc_model entities?I think it wont work because if You will _remap for example a rock model from hoth and You will use a rock texture for example from textures/desert - It will be non solid still.Even if the texture should be solid it wont be solid on the model. About system textures i am not sure but i think they will have no functions if they are on the model. The shaders that affect on the compiler and on map build will not work if used on models in my opinion :/
Asgarath83 Posted September 20, 2015 Author Posted September 20, 2015 I think it wont work because if You will _remap for example a rock model from hoth and You will use a rock texture for example from textures/desert - It will be non solid still.Even if the texture should be solid it wont be solid on the model. About system textures i am not sure but i think they will have no functions if they are on the model. The shaders that affect on the compiler and on map build will not work if used on models in my opinion :/Oh, craps :\ pity, that's is really frustrating . Thanks for answer.
Langerd Posted September 20, 2015 Posted September 20, 2015 Oh, craps :\ pity, that's is really frustrating . Thanks for answer. But i have diffent idea. You can make the shape of your model in blender more simple shape and add the physic_clip to it. Then in Gtkradiant You will make two MD3 models with the same coordiantes - One will be Your castle or something like that second will be this simpler shaped invisible model BUT You will add it solid mark. Still dont know It will be good idead to do it but You can try Asgarath83 likes this
mrwonko Posted September 20, 2015 Posted September 20, 2015 The solid flag sucks. Bad idea. But generally it would be useful to be able to define a collision mesh with your models; but that's a new feature that would need to be added to the game. Asgarath83, Langerd and minilogoguy18 like this
Asgarath83 Posted September 20, 2015 Author Posted September 20, 2015 But i have diffent idea. You can make the shape of your model in blender more simple shape and add the physic_clip to it. Then in Gtkradiant You will make two MD3 models with the same coordiantes - One will be Your castle or something like that second will be this simpler shaped invisible model BUT You will add it solid mark. Still dont know It will be good idead to do it but You can try Should be a good idea and mount e blade models and building have also the colliders already ready (thanks @zefilus for the mount&blade idea... really useful D: ) BUT... as wonko told... eh eh... the collider are simple, but need however to be triangulized >_> so they however make a lot of structural junks into the map. should be better of MD3 models, but they make however too much structural things... sigh. JKA engine is really limitated on this point... okay okay, manually clipping forever ._. The solid flag sucks. Bad idea. But generally it would be useful to be able to define a collision mesh with your models; but that's a new feature that would need to be added to the game. Well, you gave me another idea, maybe for future: if some release of gtk radiant can contain some function about the auto generatig a simple clip system of collision for the misc_models entities. it's possible to write some kind of plug in for gtk radiant 1.5.0 and 1.6.0 about this?
mrwonko Posted September 20, 2015 Posted September 20, 2015 Brushes are simply not well suited for this kind of collision geometry, I feel like an engine change would probably solve this in a better way. Asgarath83 likes this
minilogoguy18 Posted September 20, 2015 Posted September 20, 2015 I'm glad I'm not the only one who is thinking this right now @@mrwonko because it's something that is really needed to bring this game up to par along with things that are currently being worked on like a new render engine. Collision in this game is terrible, flat out. I've worked on other engines that used simple collision meshes and it would be nice to see this implemented into JA. Tempust85, Psyk0Sith and Asgarath83 like this
Asgarath83 Posted September 20, 2015 Author Posted September 20, 2015 Mmm and a plug in that add on radiant function the possibility of generate simple shaped brushes of various coliding forms of all kind of prism, sphere, emisphere, cone, cylinder, patch and polygon?so need just to be scaled and matched to the models.
mrwonko Posted September 20, 2015 Posted September 20, 2015 You mean like creating an appropriately sized brush/patch? You can already do that, you know?
Asgarath83 Posted September 20, 2015 Author Posted September 20, 2015 You mean like creating an appropriately sized brush/patch? You can already do that, you know?Yes, forgive my idea. i was thinking about @@minilogoguy18 post about the other engine's simple collider meshes. i was thinking about some plug in allow gtk radiant to have the same addons. :\ .
Tempust85 Posted September 20, 2015 Posted September 20, 2015 I tried this idea (first post) a while ago and it didn't work sadly even though it gets turned to BSP...
Asgarath83 Posted September 21, 2015 Author Posted September 21, 2015 I tried this idea (first post) a while ago and it didn't work sadly even though it gets turned to BSP...Oh, so the Langerd suspect was true... pity Thanks for the answer, however
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