In the studiohdr_t struct, there are both min/max and bbmin/bbmax which
_should_ have been used to set both movement hull and view clipping hull (qc
commands $bbox and $cbox respectively), but were never used in HL so
typically remain uninitialized.  If it's all your own models, you may want
set the values in your QC files and rely on that.

The other option is to use the bbmin/bbmax of some specific sequence, such
as an idle or maybe sequence 0.  The bbmin/bbmax of a sequence is the
studiomdl calculated box (studiomdl.c:842-902) around all the vertices in
all the animation frames of that sequence.  This is normally used by the
model renderer for view frustum clipping, though it's not a totally bad
choice for deciding what rough size to set your entity.

-----Original Message-----
From: botman [mailto:[EMAIL PROTECTED]]
Sent: Thursday, April 25, 2002 2:28 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] UTIL_SetSize


> Ok, Im still fooling around with this model thing. I link the entity/model
to
> world with SET_MODEL then I go into the game realizing that the model is
not
> solid. I go back to code to fix this and I have now come to the conclusion
> that you need to set a size for the model to be solid. Now my question
> is, how can I find out these model size values, without having to type
them
> myself? Is there any more automatic way, like being able to just get the
size
> from a model in the .mdl file?

I would think it would be MUCH easier to hard code these based on the model
name than it would be to parse the .mdl file, scan through all the bones and
bone controllers and trying to determine the limits of the model's size
based
on that.  Just get your modeler to tell you what the bounding box of the
model
is and use those values for the UTIL_SetSize().

Jeffrey "botman" Broome

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