[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
Re: [hlcoders] NPC hull vs. NPC size
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
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
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
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
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
-- [ 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
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
-- [ 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
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
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