Hey, my latest idea shows promise! At the very least, it’s screwing up far less than anything else I’ve tried. Below is a picture to better illustrate what I’m doing. The mesh on the left is what you’d see in ToeTag. It’s a concave mesh created in Cheetah3D and imported into ToeTag from an OBJ file. Quake won’t compile that shape as it is. However, once my deconstruction routine runs you’ll get what you see on the right – each convex chunk has been successfully split off from the original mesh and any holes created during the process are covered with new polygons. So in this case we get 3 convex brushes from 1 concave mesh.
This deconstruction magic will happen when you save your level and will be completely hidden from your view. All you will know is that you have complicated concave meshes in your level and somehow Quake is compiling and using them. It’s magic!
Now, the post title is correct. It’s close. It doesn’t work 100% yet as there are meshes that will screw it up and it doesn’t do well if the mesh is complicated. However, it’s coming along. I expect another couple of swings at the ball here and I’ll have it working well enough to call it a real feature!
When it’s working 100% I will give a full technical break down of what I’m doing in terms of code and algorithm (for those who might be interested).
For now, here’s another mesh being broken down properly. This one is a little more complex and has an embedded light source:
Tags: bsp, deconstruction, Misc, Quake

