MD3-based collision support via ZScript

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ZZYZX
 
 
Posts: 1381
Joined: Sun Oct 14, 2012 1:43 am
Location: Ukraine

Re: MD3-based collision support via ZScript

Post by ZZYZX »

Found a way to fix the issue that I had with narrow angles with infinite bumping and/or noclipping into polygons that face each other.

New download: https://www.mediafire.com/file/ycggvsx6 ... 2.pk3/file

The fix idea was actually provided by this guy, I only did the implementation :p
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ramon.dexter
Posts: 1283
Joined: Tue Oct 20, 2015 12:50 pm
Graphics Processor: nVidia with Vulkan support
Location: Kozolupy, Bohemia

Re: MD3-based collision support via ZScript

Post by ramon.dexter »

This would be a lovable feature, if it was built inside gzdoom. After all, we have model support, so we should have some kind of collision, instead of the basic boxes...
Darkcrafter
Posts: 518
Joined: Sat Sep 23, 2017 8:42 am
Graphics Processor: nVidia with Vulkan support

Re: MD3-based collision support via ZScript

Post by Darkcrafter »

I think this script will charm for fake terrain the most. Some layered 3D geometry without spamming the basic level geometry is also geating possible then, if only that script would automatically engage via modeldef definition or some flag in a map editor, so we could simply decorate the maps with fancy modeled stuff without need to definie it all through defining a new class. It's not perfect yet there is some use for it definitely. Fake terrain without spoiling the basic level geometry. Would go well with hell maps to reduce ugly boxy shaped stones and rocks. Good job.

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