Re: [hlcoders] Rotating/Altering hulls

2006-07-30 Thread Skillet
--
[ Picked text/plain from multipart/alternative ]
I don't think so.
http://www.ra.is/unlagged/faq.html#IJRAMBIHOIJRAHBIM
"*Notice that his bounding box did not rotate with him.* That's not a bug in
the *cg_drawBBox* code – that's actually the way Quake 3 does bounding
boxes. It's the "axial" part: they are always in the same orientation in
relation to the map. ("Axial," incidentally, means "along an axis" – like
all 12 edges of the bounding box.)"

:(

On 7/30/06, Jed <[EMAIL PROTECTED]> wrote:
>
> Continuing on from my earlier question about adjusting hull sizes, one
> thing I wasn't aware of was that the hulls don't change their
> orientation with the player which is a little annoying.
>
> I'd adjusted my eye positions and hull sizes to match the head
> position and outline of the player models when crouched and prone. The
> plan was to a) stop the player being able to stick half their model
> into a wall even though the first person perspective says their not
> and b) match the eye position to the player models eye position, i.e.
> when prone you're not looking from the crotch.
>
> That the hulls don't rotate produces some fun quirks. For example the
> prone view moves forward with the head as per normal when looking
> North, but moves back when facing South and left/right eith East/West.
> Likewise, with a long thin hull for prone, facing one direction you
> cant crawl into a wall but turn 90 degrees and you can.
>
> So is rotating a hull possible or is it locked in its default orientation?
>
> - Jed
>
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>
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[hlcoders] Rotating/Altering hulls

2006-07-30 Thread Jed

Continuing on from my earlier question about adjusting hull sizes, one
thing I wasn't aware of was that the hulls don't change their
orientation with the player which is a little annoying.

I'd adjusted my eye positions and hull sizes to match the head
position and outline of the player models when crouched and prone. The
plan was to a) stop the player being able to stick half their model
into a wall even though the first person perspective says their not
and b) match the eye position to the player models eye position, i.e.
when prone you're not looking from the crotch.

That the hulls don't rotate produces some fun quirks. For example the
prone view moves forward with the head as per normal when looking
North, but moves back when facing South and left/right eith East/West.
Likewise, with a long thin hull for prone, facing one direction you
cant crawl into a wall but turn 90 degrees and you can.

So is rotating a hull possible or is it locked in its default orientation?

- Jed

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