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Bounding Box Too Big?

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Junrall Joined: 21 Sep 2009 Posts: 136 Location: North West Oregon, USA |

Posted: Sat Apr 10, 2010 8:31 pm Post subject: Bounding Box Too Big? |

Hello again, I've noticed that the bounding box on some items seems to be overly tall... for instance, the box of nails is:

Code:
setsize (self, '0 0 0', '32 32 56');

Why would the model for a box of spikes be 56 units tall?
Shouldn't it be 32 units tall? After all, it is a square.
Would changing this cause any issues?
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Lardarse Joined: 05 Nov 2005 Posts: 243 Location: Bristol, UK |

Posted: Sat Apr 10, 2010 11:33 pm Post subject: |

Changing it would mean that you could jump over it without picking it up. That's about the only difference... _________________ <ekiM> Son, you're writing data structures your CPU can't cache.

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Orion Joined: 12 Jan 2007 Posts: 413 Location: Brazil |

Posted: Sat Apr 10, 2010 11:56 pm Post subject: |

And also, on entity to world collisions there are only 3 different clipping hulls: Bullet size - '0 0 0' Player size - '32 32 56' (mins: '-16 -16 -24', maxs: '16 16 32') Shambler size - '64 64 88' (mins: '-32 -32 - 24', maxs: '32 32 64') But on entity to entity collisions you can use the size you want. So if you reduce the height of the ammo boxes' bouding box, you can jump over them w/o picking them up, as Lardarse said.
The only maps that support different hull sizes for entity-world collisions are Q3BSP, and only DP and FTE can run these maps AFAIK.
For example, on a regular Quake engine you CAN make a crouch command that simply reduces your bbox's height to dodge enemy fire, but, even if you're crouched, you won't pass certain low-height passages.
One thing to note is that bboxes are in form of "cubes" that never rotate, otherwise you'd get stuck. As they're cube-shaped, a bullet will hit BETWEEN a player or monster's legs.
Most recent FPS games have one bounding box for each part of the body, AFAIK. So, unlike Quake, they DO rotate and vary their sizes if needed. I think.
That's why in Quake you can sometimes see part of a dead player or monster's body stuffed into a wall.
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Team Xlink Joined: 25 Jun 2009 Posts: 320 |

Posted: Sun Apr 11, 2010 12:26 am Post subject: |

You can also fix that problem with per-poly collision I think. _________________

Anonymous wrote:
if it works, it works. if it doesn't, HAHAHA!

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Junrall Joined: 21 Sep 2009 Posts: 136 Location: North West Oregon, USA |

Posted: Sun Apr 11, 2010 3:22 am Post subject: |

Orion wrote:
But on entity to entity collisions you can use the size you want. So if you reduce the height of the ammo boxes' bouding box, you can jump over them w/o picking them up, as Lardarse said.

Cool! I'm experimenting with Gyro... some items stop short of solids when they float upwards in water. This will solve that problem.

Quote:
One thing to note is that bboxes are in form of "cubes" that never rotate, otherwise you'd get stuck. As they're cube-shaped, a bullet will hit BETWEEN a player or monster's legs. Most recent FPS games have one bounding box for each part of the body, AFAIK. So, unlike Quake, they DO rotate and vary their sizes if needed. I think.
That's why in Quake you can sometimes see part of a dead player or monster's body stuffed into a wall.

That explains why a corner of an ammo box will disappear when it is rotated.
I'm using DP... how hard would it be to re-size the bounding box as model turns and rotates? This wouldn't be perfect I suppose... but it would be better than having something land partially in a wall.
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Junrall Joined: 21 Sep 2009 Posts: 136 Location: North West Oregon, USA |

Posted: Sun Apr 11, 2010 4:28 am Post subject: |

Orion wrote:
And also, on entity to world collisions there are only 3 different clipping hulls: Bullet size - '0 0 0' Player size - '32 32 56' (mins: '-16 -16 -24', maxs: '16 16 32') Shambler size - '64 64 88' (mins: '-32 -32 - 24', maxs: '32 32 64') But on entity to entity collisions you can use the size you want. So if you reduce the height of the ammo boxes' bouding box, you can jump over them w/o picking them up, as Lardarse said.
The only maps that support different hull sizes for entity-world collisions are Q3BSP, and only DP and FTE can run these maps AFAIK.
For example, on a regular Quake engine you CAN make a crouch command that simply reduces your bbox's height to dodge enemy fire, but, even if you're crouched, you won't pass certain low-height passages.
One thing to note is that bboxes are in form of "cubes" that never rotate, otherwise you'd get stuck. As they're cube-shaped, a bullet will hit BETWEEN a player or monster's legs.
Most recent FPS games have one bounding box for each part of the body, AFAIK. So, unlike Quake, they DO rotate and vary their sizes if needed. I think.
That's why in Quake you can sometimes see part of a dead player or monster's body stuffed into a wall.

Dude, I totally misunderstood what you were trying to tell me... it took me a little bit of trial and error for it to sink in on it's own. Sorry 'bout that.
So, no, resizing the bounding boxes will not solve my problem of items stopping short of solids when they float upwards in water.
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