[hlcoders] NPC hull vs. NPC size

2007-11-26 Thread Paul Peloski
--
[ Picked text/plain from multipart/alternative ]
Hi guys,

I'm trying to make an NPC that is longer than he is wide. For example he
would be walk down a human sized hallway, but not turn around in the
hallway. The problem I ran into is that the hulls are AABB, which means
either I make the box so large he can't fit in the hallway, or I cheat and
make it too small which results in shot traces not hitting him properly
(BaseNPC sets his regular bounding box to match his hull size..)

So, anybody know of a work around or have any suggestions?
--

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] NPC hull vs. NPC size

2007-11-26 Thread Maarten De Meyer
Not me, but I'd like to hijack the opportunity to rant:

For me personally, the lack of a SOLID_OBB is the biggest flaw in Source.
We should chain ourselves to the valve offices until they expose or
implement a SOLID_OBB or something equivalent.

 --
 [ Picked text/plain from multipart/alternative ]
 Hi guys,

 I'm trying to make an NPC that is longer than he is wide. For example he
 would be walk down a human sized hallway, but not turn around in the
 hallway. The problem I ran into is that the hulls are AABB, which means
 either I make the box so large he can't fit in the hallway, or I cheat and
 make it too small which results in shot traces not hitting him properly
 (BaseNPC sets his regular bounding box to match his hull size..)

 So, anybody know of a work around or have any suggestions?
 --

 ___
 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



Re: [hlcoders] NPC hull vs. NPC size

2007-11-26 Thread Jeffrey botman Broome

Maarten De Meyer wrote:

Not me, but I'd like to hijack the opportunity to rant:

For me personally, the lack of a SOLID_OBB is the biggest flaw in Source.
We should chain ourselves to the valve offices until they expose or
implement a SOLID_OBB or something equivalent.


AABB swept collision isn't unique to Source engine.  Other engines (like
the Unreal engine) have this problem as well.  It's done mainly for
performance reasons.  Swept box tests against BSP planes is relatively
easy.  Swept OBB tests against BSP planes, not so much.

--
Jeffrey botman Broome

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] NPC hull vs. NPC size

2007-11-26 Thread Maarten De Meyer
Yeah, but I want it all, and I want it now :p

Thanks for the clarification; I didn't know there was an extra difficulty
implementing them in BSP worlds.

 Maarten De Meyer wrote:
 Not me, but I'd like to hijack the opportunity to rant:

 For me personally, the lack of a SOLID_OBB is the biggest flaw in
 Source.
 We should chain ourselves to the valve offices until they expose or
 implement a SOLID_OBB or something equivalent.

 AABB swept collision isn't unique to Source engine.  Other engines (like
 the Unreal engine) have this problem as well.  It's done mainly for
 performance reasons.  Swept box tests against BSP planes is relatively
 easy.  Swept OBB tests against BSP planes, not so much.

 --
 Jeffrey botman Broome

 ___
 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



Re: [hlcoders] NPC hull vs. NPC size

2007-11-26 Thread Nick
Valve understand this issue and might address it at a later time, if
your lucky(your not lucky). Until then, please buy orange box it is
really good. Any other rants on this subject will be immediately
forwarded to /dev/null.

On Nov 26, 2007 9:30 AM, Maarten De Meyer [EMAIL PROTECTED] wrote:
 Not me, but I'd like to hijack the opportunity to rant:

 For me personally, the lack of a SOLID_OBB is the biggest flaw in Source.
 We should chain ourselves to the valve offices until they expose or
 implement a SOLID_OBB or something equivalent.


  --
  [ Picked text/plain from multipart/alternative ]
  Hi guys,
 
  I'm trying to make an NPC that is longer than he is wide. For example he
  would be walk down a human sized hallway, but not turn around in the
  hallway. The problem I ran into is that the hulls are AABB, which means
  either I make the box so large he can't fit in the hallway, or I cheat and
  make it too small which results in shot traces not hitting him properly
  (BaseNPC sets his regular bounding box to match his hull size..)
 
  So, anybody know of a work around or have any suggestions?
  --
 
  ___
  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



Re: [hlcoders] NPC hull vs. NPC size

2007-11-26 Thread Jeffrey botman Broome

Nick wrote:

Valve understand this issue and might address it at a later time, if
your lucky(your not lucky). Until then, please buy orange box it is
really good. Any other rants on this subject will be immediately
forwarded to /dev/null.


Gabe, is that you?  :)

--
Jeffrey botman Broome

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] NPC hull vs. NPC size

2007-11-26 Thread Paul Peloski
--
[ Picked text/plain from multipart/alternative ]
Well, there is UTIL_TraceEntity/AI_TraceEntity, which seems to be able to
sweep an OBB. But I don't think the path finding code is set up to use it.
Though of course I haven't read every file in the SDK and I was hoping there
was some NPC/code path that overrides the TraceHull CAI_MoveProbe with a
TraceEntity one. What I want seems possible but with no working example or
advice I'm reluctant to start coding it in case it becomes too
difficult/impossible.

Regards,

Paul

On Nov 26, 2007 10:30 AM, Maarten De Meyer [EMAIL PROTECTED] wrote:

 Not me, but I'd like to hijack the opportunity to rant:

 For me personally, the lack of a SOLID_OBB is the biggest flaw in Source.
 We should chain ourselves to the valve offices until they expose or
 implement a SOLID_OBB or something equivalent.

  --
  [ Picked text/plain from multipart/alternative ]
  Hi guys,
 
  I'm trying to make an NPC that is longer than he is wide. For example he
  would be walk down a human sized hallway, but not turn around in the
  hallway. The problem I ran into is that the hulls are AABB, which means
  either I make the box so large he can't fit in the hallway, or I cheat
 and
  make it too small which results in shot traces not hitting him properly
  (BaseNPC sets his regular bounding box to match his hull size..)
 
  So, anybody know of a work around or have any suggestions?
  --
 
  ___
  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



Re: [hlcoders] NPC hull vs. NPC size

2007-11-26 Thread Joel R.
Havoc should have a function that does an OBB trace that could be exposed to us.

On Nov 26, 2007 1:30 PM, Paul Peloski [EMAIL PROTECTED] wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 Well, there is UTIL_TraceEntity/AI_TraceEntity, which seems to be able to
 sweep an OBB. But I don't think the path finding code is set up to use it.
 Though of course I haven't read every file in the SDK and I was hoping there
 was some NPC/code path that overrides the TraceHull CAI_MoveProbe with a
 TraceEntity one. What I want seems possible but with no working example or
 advice I'm reluctant to start coding it in case it becomes too
 difficult/impossible.

 Regards,

 Paul


 On Nov 26, 2007 10:30 AM, Maarten De Meyer [EMAIL PROTECTED] wrote:

  Not me, but I'd like to hijack the opportunity to rant:
 
  For me personally, the lack of a SOLID_OBB is the biggest flaw in Source.
  We should chain ourselves to the valve offices until they expose or
  implement a SOLID_OBB or something equivalent.
 
   --
   [ Picked text/plain from multipart/alternative ]
   Hi guys,
  
   I'm trying to make an NPC that is longer than he is wide. For example he
   would be walk down a human sized hallway, but not turn around in the
   hallway. The problem I ran into is that the hulls are AABB, which means
   either I make the box so large he can't fit in the hallway, or I cheat
  and
   make it too small which results in shot traces not hitting him properly
   (BaseNPC sets his regular bounding box to match his hull size..)
  
   So, anybody know of a work around or have any suggestions?
   --
  
   ___
   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



___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] NPC hull vs. NPC size

2007-11-26 Thread Minh
--
[ Picked text/plain from multipart/alternative ]
I think you're only solution is to cheat and make the bounding box small (so
he can walk thru the hallway) BUT you can make it so that you can still
shoot him by adding this line of code to the :Spawn function

CollisionProp()-SetSurroundingBoundsType( USE_HITBOXES );



It basically makes it so that any raytraces will take into account the
actual hitboxes of the character model (even if those hitboxes are outside
of the Bounding Box). I've tested it and it works quite well.
I use it for my players when they are leaning left/right out of their BBOX.

You can read more about it here
http://developer.valvesoftware.com/wiki/CollisionProperty


- Original Message -
From: Paul Peloski [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Monday, November 26, 2007 6:53 AM
Subject: [hlcoders] NPC hull vs. NPC size


 --
 [ Picked text/plain from multipart/alternative ]
 Hi guys,

 I'm trying to make an NPC that is longer than he is wide. For example he
 would be walk down a human sized hallway, but not turn around in the
 hallway. The problem I ran into is that the hulls are AABB, which means
 either I make the box so large he can't fit in the hallway, or I cheat and
 make it too small which results in shot traces not hitting him properly
 (BaseNPC sets his regular bounding box to match his hull size..)

 So, anybody know of a work around or have any suggestions?
 --

 ___
 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



Re: [hlcoders] NPC hull vs. NPC size

2007-11-26 Thread Christopher Harris

If that is all it takes I don't think it would be too hard to add maybe some
way to flag the MoveProbe to use those functions for tracing instead of the
ones it uses now

Like however you decide to flag your npc to use OBB, then you would in the
MoveProbe have something like

if(m_bOBB)
   AI_TraceEntity(blah)
else
   *Original Trace Function*

I just said this without looking at the code too well. I think first you
would want to confirm that, the trace you have there actually works as you
want it and if it does, then you just have to go through all the traces
involved with AI pathing and add the bool situation.
- Original Message -
From: Paul Peloski [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Monday, November 26, 2007 2:30 PM
Subject: Re: [hlcoders] NPC hull vs. NPC size



--
[ Picked text/plain from multipart/alternative ]
Well, there is UTIL_TraceEntity/AI_TraceEntity, which seems to be able to
sweep an OBB. But I don't think the path finding code is set up to use it.
Though of course I haven't read every file in the SDK and I was hoping
there
was some NPC/code path that overrides the TraceHull CAI_MoveProbe with a
TraceEntity one. What I want seems possible but with no working example or
advice I'm reluctant to start coding it in case it becomes too
difficult/impossible.

Regards,

Paul

On Nov 26, 2007 10:30 AM, Maarten De Meyer [EMAIL PROTECTED] wrote:


Not me, but I'd like to hijack the opportunity to rant:

For me personally, the lack of a SOLID_OBB is the biggest flaw in Source.
We should chain ourselves to the valve offices until they expose or
implement a SOLID_OBB or something equivalent.

 --
 [ Picked text/plain from multipart/alternative ]
 Hi guys,

 I'm trying to make an NPC that is longer than he is wide. For example
 he
 would be walk down a human sized hallway, but not turn around in the
 hallway. The problem I ran into is that the hulls are AABB, which means
 either I make the box so large he can't fit in the hallway, or I cheat
and
 make it too small which results in shot traces not hitting him properly
 (BaseNPC sets his regular bounding box to match his hull size..)

 So, anybody know of a work around or have any suggestions?
 --

 ___
 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




___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] NPC hull vs. NPC size

2007-11-26 Thread John Sheu
On Monday 26 November 2007, Joel R. wrote:
 Havoc should have a function that does an OBB trace that could be exposed
 to us.

Everybody chant I want IPhysicsEnvironment::SweepCollideable()! in unison
now...

-John Sheu

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders