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 12/10/0303:0912/10/0303:09
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 12/10/0310:3912/10/0310:39
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 12/10/0312:4812/10/0312:48
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 12/10/0314:1212/10/0314:12
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.