Inter Quake Model (IQM) real time collision
Posted: Sat Jan 17, 2015 5:26 pm
Hy guys, I'd need to spawn an architectural entity in FTEQW (an arc with pylons for example) in realtime through quakeC. So I basically do this:
This is good for convex meshes like a box or a rock, but if you place an arc with pylons and then set setsize using the maximum area covered by the mesh it will be impossible to pass through it!
I found a pretty cool method, thanks to gb and Spike, to use collision shader to map misc_models. My question is, could it be applicable to dynamic loaded meshes like iqm models?
My (ideal) pipeline would be:
1) Model in blender an arc with pylons with a material name arc
2) Model a raw collision mesh that wraps arc models made of cubes and apply collision material to it
3) Load the arc in realtime through quakec
Is it feasible? Would it need some "maquillage" at the engine code?
Thanks guys I'm stranded!
If I omit the setsize function, engine, obviously, doesn't display the model at all infact setsize description is:void spawnmyarc(vector wheretoplace)
{
precache_model("models/test/arcwithpylons.iqm");
setmodel(self,"models/test/arcwithpylons.iqm");
setorigin(self,wheretoplace);
}
Code: Select all
Sets the e's mins and maxs fields. Also relinks collision state, which sets absmin and absmax too. */
I found a pretty cool method, thanks to gb and Spike, to use collision shader to map misc_models. My question is, could it be applicable to dynamic loaded meshes like iqm models?
My (ideal) pipeline would be:
1) Model in blender an arc with pylons with a material name arc
2) Model a raw collision mesh that wraps arc models made of cubes and apply collision material to it
3) Load the arc in realtime through quakec
Is it feasible? Would it need some "maquillage" at the engine code?
Thanks guys I'm stranded!