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Yeah, I just noticed that. For some reason, the Quake tools shrink the collision by 1 unit. I fixed it locally but didn't get around to putting it up on github yet. Will fix soon.
I made a custom entity called func_door and added it to game's fgd:
@SolidClass = func_door : "Basic Door" []
In Trenchbroom everything looks good:
TB Screenshot
In Godot, I remapped func_door entity to single
StaticBody3D
scene. Upon bsp import, again, everything looks good as well:Scene Tree Screenshot
But if you look closely, the generated collision is shrunk by approx. 0.031 units related to all sides of the mesh:
Screenshot
I'm using
ericw-tools qbsp v2.0.0-alpha3
with a custom game set up in Trenchbroom.My qbsp flags are:
-noextendedsurfflags -nolog -subdivide 0
The map and bsp files to reproduce collisiongen_issue.zip
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