I'm sorry, after going through my code, it turns out I've made a minor mathematical mistake that spilled over into everything... causing me to make my assumption. Phew, at least that's fixed.
Thanks guys. -Sniper ----- Original Message ----- From: "Sniper" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Saturday, September 27, 2003 4:03 PM Subject: Re: [hlcoders] Finding the true center point of an entity > Look at where pev->absmin and pev->absmax are calculated. > > // Initialize absmin & absmax to the appropriate box > void SetObjectCollisionBox( entvars_t *pev ) > > In the function, this happens: > pev->absmin[i] = pev->origin[i] - max; > pev->absmax[i] = pev->origin[i] + max; > > The model's absmin and absmax are calculated WITH the model's origin. The > origin brush. > > > -Sniper > > ----- Original Message ----- > From: "Jason 'Ikkyo' Gripp" <[EMAIL PROTECTED]> > To: <[EMAIL PROTECTED]> > Sent: Saturday, September 27, 2003 3:01 PM > Subject: Re: [hlcoders] Finding the true center point of an entity > > > > I see what you want now, but I don't see why the absmin and absmax aren't > > giving that value to you. The bsp compiler calculates the mins/maxs of > the > > brush models automatically using the planes of the model during compile > > time. absmin and absmax are the just sum of the model mins/maxs and the > > origin. The average of those values should give you the center of the > model > > in world space in terms of its extents. This is what Center() does, which > is > > why I don't fully understand your problem. > > > > Ikkyo > > > > ----- Original Message ----- > > From: "Sniper" <[EMAIL PROTECTED]> > > To: <[EMAIL PROTECTED]> > > Sent: Saturday, September 27, 2003 11:21 AM > > Subject: Re: [hlcoders] Finding the true center point of an entity > > > > > > > Exactly. I don't want the origin brush [origin] though. I thought I made > > > that clear. > > > The exact center point of a brush based entity is not necessarily > > identical > > > to the entity's origin brush. > > > > > > If you have a 500x500x500 unit box, and the mapper puts the origin brush > > at > > > one of it's corners, obviously the origin wouldn't return the true > center > > of > > > the model. > > > > > > It'd return where-ever the entity's origin brush resides. Hence the > > problem > > > of trying to find the exact center point of a brush based model that has > > an > > > origin brush. > > > > > > > > > -Sniper > > > > > > ----- Original Message ----- > > > From: "Jason 'Ikkyo' Gripp" <[EMAIL PROTECTED]> > > > To: <[EMAIL PROTECTED]> > > > Sent: Saturday, September 27, 2003 1:55 PM > > > Subject: Re: [hlcoders] Finding the true center point of an entity > > > > > > > > > > pev->origin will be the center of the brush based entity if it has an > > > origin > > > > brush. That's the whole point of the origin brush. > > > > > > > > Ikkyo > > > > ----- Original Message ----- > > > > From: "Sniper" <[EMAIL PROTECTED]> > > > > To: <[EMAIL PROTECTED]> > > > > Sent: Saturday, September 27, 2003 10:04 AM > > > > Subject: [hlcoders] Finding the true center point of an entity > > > > > > > > > > > > > Is it somehow possible to determine the exact center point of a > brush > > > > based > > > > > entity that has a brush based origin? The usual call to Center() is > > > > > worthless. > > > > > > > > > > Center() returns pev->absmin + pev->absmax * 0.5. > > > > > > > > > > Absmin and absmax however are generated by using the model's > origin... > > > > which > > > > > would automatically mean the model's brush based origin. So we're > back > > > to > > > > > the same problem. > > > > > > > > > > Argh. > > > > > > > > > > -Sniper > > > > > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders