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Bounding Box z-jump effect ? #140899
07/13/07 11:05
07/13/07 11:05
Joined: Jul 2007
Posts: 50
N
Nomad Offline OP
Junior Member
Nomad  Offline OP
Junior Member
N

Joined: Jul 2007
Posts: 50
I am using c-move/rotate to achieve good collision results and everything was going smoothly untill I accidently ran my character over a model.
Imagine my suprise when I found the character 100's of feet up in the air!

After a bit of MED editing (I moved the origin far below the model that bounced me) I found the expected results return, no more z jump effect.

Is this the only solution at present or does c_move have other parameters not documented to work a round this effect?

Thanks for your time...

Re: Bounding Box z-jump effect ? [Re: Nomad] #140900
07/13/07 11:25
07/13/07 11:25
Joined: Mar 2006
Posts: 3,538
WA, Australia
J
JibbSmart Offline
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JibbSmart  Offline
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J

Joined: Mar 2006
Posts: 3,538
WA, Australia
are you using c_trace to detect the ground beneath you? what version are you using? in 6.4 or something there was a bug where c_trace would return dodgy values when it hits dynamic entities unless you enable the USE_POLYGON flag in your c_trace.

this is only a guess. please give us an example of your code.

julz


Formerly known as JulzMighty.
I made KarBOOM!
Re: Bounding Box z-jump effect ? [Re: JibbSmart] #140901
07/13/07 16:48
07/13/07 16:48
Joined: Aug 2005
Posts: 1,558
HK
V
vlau Offline
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vlau  Offline
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Joined: Aug 2005
Posts: 1,558
HK
Another possibility would be entity's bounding box problem,
try to set the bounding box with c_setminmax at the beginning
of your action or c_updatehull if your character has major
animation difference on every frame.

Re: Bounding Box z-jump effect ? [Re: vlau] #140902
07/13/07 18:09
07/13/07 18:09
Joined: Jul 2007
Posts: 50
N
Nomad Offline OP
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Nomad  Offline OP
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Joined: Jul 2007
Posts: 50
Thank you both guys and yes to both of your questions.
C_trace is used and c_setminmax is correctly set.
No animation on the model at present so this is not a part of the effect.

Another effect that is undesirable is sticking on occaissions to both the hull of an object (c_rotate is used)and the other objects bounding box. Could this be related?

Re: Bounding Box z-jump effect ? [Re: Nomad] #140903
07/15/07 07:05
07/15/07 07:05
Joined: Mar 2003
Posts: 4,264
Wellington
Nems Offline

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Nems  Offline

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Joined: Mar 2003
Posts: 4,264
Wellington
I've toyed with the script and found that in order to disable the the z-jump effect you need to manualy set or tick the 'polygon' box in the models property dialogue.
Why the scripted action doe not work is beyond me at present.

What was happening was that the way it was structured actually made an unlimted jump hieght rather than the default stepping hieght because of the bounding boxes being too small 'within' the models poly bounds.
A conflict resulted which seemed to allow poly collision outside of the hull which produced the z-jump effect.

This also produced the 'sticking' effect you reported.

So, ensure the properties poly box is ticked is all I could come up with.

Re: Bounding Box z-jump effect ? [Re: Nems] #140904
07/15/07 09:05
07/15/07 09:05
Joined: Jul 2007
Posts: 50
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Nomad Offline OP
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Nomad  Offline OP
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Joined: Jul 2007
Posts: 50
Thanks for that Nemisis, works good now


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