Marco:
At 04:32 PM 9/29/2004, you wrote:
And the entity bounding box is hard coded where and why?
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Entity BBoxes are not exactly hardcoded, but the 4 collision hulls in a Quake/HL BSP Map sure are (by the map compiler).
Internally, entity movement collision checking is handled by treating each player (or monster) as if it were a point. Testing for intersection with any BSP objects during the move is then reduced to intersecting a *LINE* with the BSP tree for the world and the other BSP models. This is a speed hack John Carmack came up with for Quake 1.
The BSP maps get 4 "clip hulls", each of which is constructed by expanding all the brush walls by the size of the collision hull (in hulls.txt), before compiling a unique BSP tree for each of these "clip hulls".
So you get one clip hull for entities which truly are points, and you have to pick which of the other 3 to use for any non-point moving entity. The only way to change the player/monster sizes involves recompiling the maps with a new HULLS.TXT.
{OLD}Sneaky_Bastard! email: [EMAIL PROTECTED] Michael A. Hobson icq: #2186709 yahoo: warrior_mike2001 IRC: Gamesurge channel #wavelength
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