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USE_BOX with terrains.. #20970
12/09/03 22:15
12/09/03 22:15
Joined: Oct 2003
Posts: 702
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zazang Offline OP
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zazang  Offline OP
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Hello there



If I write USE_BOX in trace_mode,then what box is used by the entity
for detection of a terrain :- the HULL of the entity or BOUNDING
BOX of the entity ?

Thank you.
zazang





I like good 'views' because they have no 'strings' attached..
Re: USE_BOX with terrains.. [Re: zazang] #20971
12/10/03 03:09
12/10/03 03:09
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Grimber Offline
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Quote:

Use_box traces not a line, but a 'thick' ray with the size of the my entities' bounding box for collisions with sprite or model entities, and of it's fat or narrow hull for collisions with the level or with map entities.




Re: USE_BOX with terrains.. [Re: Grimber] #20972
12/10/03 10:39
12/10/03 10:39
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zazang Offline OP
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zazang  Offline OP
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Thanks,I read that in the manual but you can see that it does not mention what
box it will use to detect a terrain.It mentions models,sprites,level and map
entities only

Regards
zazang



I like good 'views' because they have no 'strings' attached..
Re: USE_BOX with terrains.. [Re: zazang] #20973
12/10/03 12:48
12/10/03 12:48
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fastlane69 Offline
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fastlane69  Offline
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I'm gonna guess that the bounding box is the polygon (when on) and the fat/narrow hulls are the ol' school rectangular boxes.

Re: USE_BOX with terrains.. [Re: zazang] #20974
12/10/03 13:22
12/10/03 13:22
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Grimber Offline
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bounding box. if you place a model in WED then move something else you get a large outlined blue box ( if you still using defualt colors) where the entity is. HMPs have a simialr bounding box in light blue. a terrain is an model for all purposes but one you can walk on, cannot rotate or flip over.

Re: USE_BOX with terrains.. [Re: Grimber] #20975
12/10/03 14:12
12/10/03 14:12
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fastlane69 Offline
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And this remains true in A6.2 with the addition of polygon collision detection?

Re: USE_BOX with terrains.. [Re: fastlane69] #20976
12/10/03 15:38
12/10/03 15:38
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Grimber Offline
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it should since the hightmaps is nothing more then a mesh.

same rules apply to model rendering as a terrain ( rendered in run time not build, is why you can't get the textures to display on the hmp in wed, yet) if the polys are too small ( think defualt is .5 pixel size?) then the poly face isn't rendered.


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