Thx a lot :) I'll surely take a look at Q1 source code :)
- Cortex : HL Albator coder and mapper ( www.hlalbator.fr.st )
- email : [EMAIL PROTECTED] & ICQ : 71548738
----- Original Message -----
From: "botman" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Wednesday, June 26, 2002 6:12 PM
Subject: Re: [hlcoders] Particle System
| > OK, thx... And, finally... I didn't really understood what you said
before.
| > I quote from your previous message :
| > "It keeps backing up from the end point until it hits non-solid space.
Like
| > the comment says, it shouldn't really happen, but it does occasionally."
| >
| > What shouldn't really happen but does occasionally ?
| > Thx for the help :)
|
| What shouldn't happen is that the trace line code should NOT be
terminating
| inside a solid surface. The code is supposed to use the BSP tree hull
| information to determine where (which plane) a trace line will terminate.
The
| end point of this trace line SHOULD be in open space, but sometimes the
trace
| line terminates inside a solid surface. The trace line code then attempts
to
| back up from the solid surface to hit open space. If, in the process of
| backing up, the length of the trace line becomes less than zero (goes
negative)
| the engine knows that the trace line has actually gone back PAST the
starting
| point in the other direction and that's when you get the warning message
about
| a trace "backup past 0".
|
| There's a few other special cases inside the SV_RecursiveHullCheck()
function
| (found in world.c) in the Quake I source code that you might want to look
at if
| you really what to understand how the trace line in Half-Life works. The
Quake
| I source is available from the ftp.idsoftware.com website.
|
| Jeffrey "botman" Broome
|
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