Thanks for the answer. I already knew about the bsp format and clipping hulls (and 
have written my own little BSP viewer. - No public release, there are enough now ;)
What's new for me is that the map itself influences the 'hittability' of players and 
that the three hulls also cut down the model hit boxes. Ok there are a lot of models 
that are larger than their entity box while crouching. This was a problem in CS, too, 
right? And it apparently is in StargateTC.

QUESTION:
If a mod only uses human size hitboxes they can simply compile the map with a larger 
'crouched' hull and the models head's become 'solid' again, right?

Am Wed, 29 Sep 2004 16:50:00 -0700 schrieb Michael Hobson <[EMAIL PROTECTED]>:

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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