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JasonX
Joined: 21 Apr 2009 Posts: 89
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Posted: Tue Jun 22, 2010 11:16 pm Post subject: Quake 1 player height in Hammer units |
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What is it?  |
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Spike
Joined: 05 Nov 2004 Posts: 944 Location: UK
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Posted: Tue Jun 22, 2010 11:23 pm Post subject: |
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32+24=56 _________________ What's a signature? |
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frag.machine

Joined: 25 Nov 2006 Posts: 728
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Mexicouger

Joined: 01 May 2010 Posts: 129
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Posted: Wed Jun 23, 2010 4:10 pm Post subject: |
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or
10 +6 -2 / 2 + 3 * 5 - 3 + 9 = 56
Quake Units |
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frag.machine

Joined: 25 Nov 2006 Posts: 728
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Posted: Wed Jun 23, 2010 5:50 pm Post subject: |
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Mexicouger wrote: | or
10 +6 -2 / 2 + 3 * 5 - 3 + 9 = 56
Quake Units |
I just added the note because I was not sure if there's a 1=1 correlation between Worldcraft units and Quake units. _________________ frag.machine - Q2K4 Project
http://fragmachine.quakedev.com/ |
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Spike
Joined: 05 Nov 2004 Posts: 944 Location: UK
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Posted: Wed Jun 23, 2010 6:03 pm Post subject: |
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Well technically its 32--24. But double minus is a positive. _________________ What's a signature? |
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Mexicouger

Joined: 01 May 2010 Posts: 129
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Posted: Sat Jun 26, 2010 10:33 pm Post subject: |
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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 Posts: 27
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Posted: Sat Jun 26, 2010 10:47 pm Post subject: |
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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
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Posted: Sat Jun 26, 2010 11:18 pm Post subject: |
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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
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Posted: Sat Jun 26, 2010 11:19 pm Post subject: |
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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. _________________ What's a signature? |
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xaGe

Joined: 01 Mar 2006 Posts: 329 Location: Upstate, New York
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Posted: Sun Jun 27, 2010 12:47 am Post subject: |
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..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 Posts: 129
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Posted: Sun Jun 27, 2010 1:51 pm Post subject: |
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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 Posts: 27
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Posted: Sun Jun 27, 2010 8:59 pm Post subject: |
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Spike's post explained how it works. |
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Sajt
Joined: 16 Oct 2004 Posts: 1026
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Posted: Sun Jun 27, 2010 9:14 pm Post subject: |
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"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. _________________ F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe. |
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