by Spike » Thu Feb 05, 2015 7:19 pm
Q2+Q3 don't actually use the bsp tree for collision, it only uses the tree to efficiently find convex brushes against which you might collide, this means that it can safely follow the wrong nodes and no actual harm comes from it.
Q1 uses pure bsp collision and as a result contains 3 separate bsp trees, not just one - point, player, shambler. the brushes that originally formed the map are expanded by the size of the hull before the tree is built. But the real pain is that the most precise tree - the point tree - has the clip brushes removed. clip brushes work by only existing in player+shambler hulls, thus allowing point-sized projectiles through but not monsters nor players.
this is the same problem you find with polygon collision methods too.
While its possible to convert a Q1 map into a Q2 one, doing so always looses the clip brushes, and that often makes the map not worth playing as you end up getting stuck on every corner.
For comparison, doom didn't use its bsp tree for collisions at all. Doom used a 2d blockmap thing that has lists of the various linedefs embedded in them. it just does 2d 'poly' collisions, and its players are cylinders.
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