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Re: AABB crawling? [Re: jcl] #412602
11/29/12 19:01
11/29/12 19:01
Joined: May 2009
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Caucasus
3run Online OP
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It still has AABB collusions, if I set "USE_AABB" flag in "c_move" (traces as well) and compile level as a BSP Map it works exactly the same as with A7. And changing bbox's size doesn't work with A7, so this has nothing to do with GS version I guess, but still I have no idea what is going on... Plus, if there is still AABB in A8, maybe you'll leave it and support farther??


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Re: AABB crawling? [Re: 3run] #412784
12/03/12 09:09
12/03/12 09:09
Joined: Jul 2000
Posts: 27,967
Frankfurt
jcl Offline

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jcl  Offline

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We'll leave it, but can't support it and do not recommend to use it. It's a technique of the past and not suited for modern games.

The AABB box could not be changed because it's not a real box. It's rather a flag selecting between different BSP hulls. That's why you had only two box sizes - fat and narrow.

Re: AABB crawling? [Re: jcl] #412785
12/03/12 09:48
12/03/12 09:48
Joined: May 2009
Posts: 5,367
Caucasus
3run Online OP
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Ok, thank you jcl. About my problem, to make player crawl I need to switch to NARROW flag and move box down as I've shown on the picture, right?

Edit: I know that AABB doesn't suit modern game (as it doesn't have polygon collusion with models), but it still suits my needs better than OBB... I would be happy to use OBB if only it had at least cylinder collusion shape, not an ellipsoid one.. And I would like to use PH_CHAR as a workaround, but I can't change bbox properly at the real time (I can, but it changes from both sides automatically, so if I lower upper side of the bbox, lower becomes small itself, to keep it symmetrical I guess...), so I'm a bit confused.. that's why I returned back to AABB, which isn't perfect too, but suits my needs.


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Re: AABB crawling? [Re: 3run] #412787
12/03/12 10:08
12/03/12 10:08
Joined: Feb 2010
Posts: 320
TANA/Madagascar
3dgs_snake Offline
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TANA/Madagascar
Hi,
To make the player crouch using PH_CHAR, you need to resize te controller and then move it using pXent_setposition.

Re: AABB crawling? [Re: 3dgs_snake] #412788
12/03/12 10:15
12/03/12 10:15
Joined: May 2009
Posts: 5,367
Caucasus
3run Online OP
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3dgs_snake, can I PM you with this issue for more details?

Edit: anyway, for those who won't like to use physX, OBB with cylinder will be more useful than ellipsoid shape..
as I've seen on the forum, a lot of users asked for that change frown


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Re: AABB crawling? [Re: 3run] #412789
12/03/12 10:25
12/03/12 10:25
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
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sivan  Offline
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Budapest
@3run - it could be a simple workaround, to set your character to passable (and set its collision_mode to 0 before creation), and to use a separate collider entity, e.g. a cube that follows your entity as you want, without rotation. thus you can get the desired result...


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Re: AABB crawling? [Re: sivan] #412790
12/03/12 10:34
12/03/12 10:34
Joined: May 2009
Posts: 5,367
Caucasus
3run Online OP
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sivan@ "collision_mode" is for OBB only, isn't it? I never got any desired results with OBB for FPS game (and never really have seen one, here on this forum or wherever...), ellipsoid for such game types sucks.. When your character walks up on everything (especially models), which are lower than 2/3 of his bounding box shape. I did not face that problem with PH_CHAR, and hopefully I'll be able to make my PH_CHAR crawl, and that will be my first complete FPS template movement, and it won't have any problems (that I always need to workaround), which I was always facing before with OBB! Thank you for an idea anyway! laugh


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Re: AABB crawling? [Re: 3run] #412791
12/03/12 10:36
12/03/12 10:36
Joined: Feb 2010
Posts: 320
TANA/Madagascar
3dgs_snake Offline
Senior Member
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Posts: 320
TANA/Madagascar
You can PM me if you want

Re: AABB crawling? [Re: 3dgs_snake] #412796
12/03/12 11:08
12/03/12 11:08
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
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sivan  Offline
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Budapest
yes it's OBB only, and my suggestion is also an OBB system solution. in crawling mode you can set the collider entity size and height as you wish, easily, due to your level design requirements. so maybe I'm wrong but I don't really see your problem clearly. (I have little experience with physX, and only in another game engine, but that could also have some problenatic situations...)


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Re: AABB crawling? [Re: sivan] #412797
12/03/12 11:17
12/03/12 11:17
Joined: May 2009
Posts: 5,367
Caucasus
3run Online OP
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3run  Online OP
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sivan@ I don't face any "crawling" problems with OBB mate, I face it with AABB (and PH_CHAR, but this is out of this topic), as changing bounding box's size doesn't affect on AABB collusions. I only can toggle between FAT and NARROW flags, and need to move collusion shape to the ground a little bit. Problem with OBB is, it's ellipsoid shape.. which is the reason why I prefer old AABB or new PH_CHAR.


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