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How to make curves collision more detailed?


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Posted

You could try the -subdivisions 0 (0 already increases the subdivision level of patches) flag in the bsp phase of q3map2. No idea, if this changes collisions though.

Edit: Do you have -patchmeta in the bsp phase btw?

Posted

I tested -patchmeta before but it didn't work. I just tested -patchmeta nad -subdivisions 0 but it also didn't work. Is it correct:

BSP -meta -patchmeta -subdivisions 0, -vis, -light -fast -filter -super 2 -bounce 8

?

Posted

Well, this is problematic because I can hide mines inside and noone can see them. Is there any way to fix it without puttin brush inside it? Q3Map2 setting or something?

 

https://jkhub.org/albums/qbyUf

Yeah patches are pain.. i hate when ragdoll bodies are inside them.. it looks weird and diffrent.

 

I recommend this for Your trip mines. Make Your bevels like before and after that - use system/physics_clip texture for this pillars that are the same shape as the bevel . Ofc  bevel is more detailed so you can make it more detail. Trip mines and guns, blasters work better on the brushes anyway.

 

z2hCyOK.jpg

 

well it looks like it is all made of brushes on this pic but it is not. The white wall is one sided patch - bevel. Rest are traingle brushes

Posted

I tested -patchmeta before but it didn't work. I just tested -patchmeta nad -subdivisions 0 but it also didn't work. Is it correct:

BSP -meta -patchmeta -subdivisions 0, -vis, -light -fast -filter -super 2 -bounce 8
?
Looks correct to me. Only thing you could try is choosing a higher subdivision level. But I still have no idea if it changes the collision model. I will look at the q3map2 tesselation code tomorrow and will tell you if there is a way.

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