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InsideQC Forums • View topic - Tutorial: Visible bboxes

Tutorial: Visible bboxes

Discuss programming in the QuakeC language.

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Tutorial: Visible bboxes

Postby behind_you » Tue May 31, 2011 6:32 am

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Postby Spike » Tue May 31, 2011 12:25 pm

note that hull positions are not identical to bbox positions - anything clipping against world has a different bbox, which is a function of its absmin, the size of its bbox, and the hard-coded hull sizes of the qbsp+engine.
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Postby GiffE » Tue May 31, 2011 2:35 pm

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Postby daemonicky » Wed Jun 01, 2011 12:15 am

Think, touch, movetype, solid, traceline ...
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Postby behind_you » Wed Jun 01, 2011 6:45 am

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Postby dreadlorde » Wed Jun 01, 2011 12:39 pm

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Postby GiffE » Wed Jun 01, 2011 12:42 pm

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Postby mh » Wed Jun 01, 2011 4:09 pm

As Spike said, there are two different types of bounding boxes in use in the engine - server-side and client-side (or more specifically, renderer-side).

Regarding the size of the server-side bounding-boxes, assuming you don't want gameplay changes, the golden rule is - don't mess with them.

Client-side you can do what you want. Adapt MDL bounding boxes to per-frame, derive brush model bounding boxes from the actual surface vertex positions, rotate and scale them, whatever you want. They're only used for view frustum culling and so long as the resulting box is still valid for use with that, they're your's to play with.
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Postby behind_you » Wed Jun 08, 2011 6:30 am

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Postby mh » Wed Jun 08, 2011 9:12 am

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Postby behind_you » Mon Jun 13, 2011 9:13 am

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Postby mh » Mon Jun 13, 2011 10:31 am

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Postby behind_you » Tue Jun 14, 2011 8:56 am

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Postby ceriux » Tue Jun 14, 2011 6:30 pm

i dont think changing your bboxes for mapping purposes will matter. if you cant fit through a hole you wont be able to no matter what, that's all dependent on something in the mapping side of things, i think.

(just assuming that's your reasoning)
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Postby metlslime » Tue Jun 14, 2011 8:56 pm

1. you can't rotate bboxes in quakec; if you rotate the entity the box will stay un-rotated. They are literally "axis-aligned bounding boxes" which means they are always axis-aligned.

2. if you resize bboxes in quakec, it will work for entity-v-entity and traceline-v-entity collision, but entity-vs-world collision will still use one of the standard collision hull sizes.
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