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Incorrect generation of collision for custom entities #15

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degradka opened this issue Nov 28, 2023 · 2 comments
Closed

Incorrect generation of collision for custom entities #15

degradka opened this issue Nov 28, 2023 · 2 comments

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@degradka
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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

image

In Godot, I remapped func_door entity to single StaticBody3D scene. Upon bsp import, again, everything looks good as well:

Scene Tree Screenshot

image

But if you look closely, the generated collision is shrunk by approx. 0.031 units related to all sides of the mesh:

Screenshot

image

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

@jitspoe
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jitspoe commented Nov 30, 2023

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.

@jitspoe
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jitspoe commented Nov 30, 2023

Fixed: 9707fab

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