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Quake 1 player height in Hammer units

 
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JasonX



Joined: 21 Apr 2009
Posts: 89

PostPosted: Tue Jun 22, 2010 11:16 pm    Post subject: Quake 1 player height in Hammer units Reply with quote

What is it? Rolling Eyes
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Spike



Joined: 05 Nov 2004
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PostPosted: Tue Jun 22, 2010 11:23 pm    Post subject: Reply with quote

32+24=56
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frag.machine



Joined: 25 Nov 2006
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PostPosted: Wed Jun 23, 2010 1:51 am    Post subject: Reply with quote

Spike wrote:
32+24=56

Quake units.
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Mexicouger



Joined: 01 May 2010
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PostPosted: Wed Jun 23, 2010 4:10 pm    Post subject: Reply with quote

or

10 +6 -2 / 2 + 3 * 5 - 3 + 9 = 56

Quake Units
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frag.machine



Joined: 25 Nov 2006
Posts: 728

PostPosted: Wed Jun 23, 2010 5:50 pm    Post subject: Reply with quote

Mexicouger wrote:
or

10 +6 -2 / 2 + 3 * 5 - 3 + 9 = 56

Quake Units


Very Happy

I just added the note because I was not sure if there's a 1=1 correlation between Worldcraft units and Quake units.
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Spike



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PostPosted: Wed Jun 23, 2010 6:03 pm    Post subject: Reply with quote

Well technically its 32--24. But double minus is a positive.
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Mexicouger



Joined: 01 May 2010
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PostPosted: Sat Jun 26, 2010 10:33 pm    Post subject: Reply with quote

So in coding, What would this add up to?

-12 -12 -24, 12 12 10??

Would it be like 14 or -14?

I am confused on how to add these....
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Arkage



Joined: 19 Nov 2009
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PostPosted: Sat Jun 26, 2010 10:47 pm    Post subject: Reply with quote

Its calculated relative to the players origin, so that would be 14, 14, 34.
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Mexicouger



Joined: 01 May 2010
Posts: 129

PostPosted: Sat Jun 26, 2010 11:18 pm    Post subject: Reply with quote

I need to know what Number to specify In SV_HullForEntity. Right Now, For the Morphball, I have

Code:
VectorSubtract (maxs, mins, size);
      if (size[0] < 3)
         hull = &model->hulls[0];
      else if (size[0] == 14)
         hull = &model->hulls[1];
      else
         hull = &model->hulls[2];


I put
Code:
else if (size[0] == 14)
         hull = &model->hulls[1];


Do you think This will work or if there is a more Efficient way to do that. Because If its lower than 3, Then it's 0.

If I was to go
Code:
else if (size[0] >= 14)
         hull = &model->hulls[1];


Would that Work?[/code]
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Spike



Joined: 05 Nov 2004
Posts: 944
Location: UK

PostPosted: Sat Jun 26, 2010 11:19 pm    Post subject: Reply with quote

A quake player's feet end 24 units below the player's origin.
The top of his head is 32 units above the origin.
This makes the player 56 units tall, as mentioned in my first post in this topic.
The eyes are at origin+22.
Projectiles fire from origin+16.
Maximum step height is 18 units.
You cannot step into a hole in a wall unless the hole's top is 18+56 units higher than the floor you were leaving, but you can probably jump through it. Leaving such a hole is not an issue.
Small passageways are generally 64 units high. This at least resolves most issues with floating point inprecisions.
Regular doors are 128 units high. Passageways this high permit jumping around comfortably.

A halflife player is 72 units high. 36 units in each direction. I think. I don't remember the crouching size.
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xaGe



Joined: 01 Mar 2006
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PostPosted: Sun Jun 27, 2010 12:47 am    Post subject: Reply with quote

..Metroid like game?



Mexicouger wrote:
I need to know what Number to specify In SV_HullForEntity. Right Now, For the Morphball, I have
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Mexicouger



Joined: 01 May 2010
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PostPosted: Sun Jun 27, 2010 1:51 pm    Post subject: Reply with quote

Yes, And I am confused on that part right there. I Don't know what to put because I don't know what the overall number is.
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Arkage



Joined: 19 Nov 2009
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PostPosted: Sun Jun 27, 2010 8:59 pm    Post subject: Reply with quote

Spike's post explained how it works.
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Sajt



Joined: 16 Oct 2004
Posts: 1026

PostPosted: Sun Jun 27, 2010 9:14 pm    Post subject: Reply with quote

"size" is set to "maxs - mins".

If you think in 1D (not 3D), a character who is 8 units wide and is centred on the origin (zero), his "mins" is -4 and his "maxs" is 4. "4 - (-4)" is 8. In 3D there are three mins values and three maxs values, but it still works the same way.
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