Tutorial: Visible bboxes
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metlslime wrote:1. you can't rotate bboxes in quakec; if you rotate the entity the box will stay un-rotated. They are literally "axis-aligned bounding boxes" which means they are always axis-aligned
crap. well i can 'kinda' rotate them every time it turns in 90 degree intervals. stupid idea but better than nothing
metlslime wrote:2. if you resize bboxes in quakec, it will work for entity-v-entity and traceline-v-entity collision, but entity-vs-world collision will still use one of the standard collision hull sizes.
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behind_you - Posts: 237
- Joined: Sat Feb 05, 2011 6:57 am
- Location: Tripoli, Libya
Re: Tutorial: Visible bboxes
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Cobalt - Posts: 445
- Joined: Wed Jun 10, 2009 2:58 am
- Location: New England, USA
Re: Tutorial: Visible bboxes
Wall torches are static objects WITHOUT collision boxes. 
try with something else - an weapon, for example.
try with something else - an weapon, for example.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC
(LordHavoc)
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frag.machine - Posts: 2090
- Joined: Sat Nov 25, 2006 1:49 pm
Re: Tutorial: Visible bboxes
Whoops, forgot to tell ya, I changed the QC so that thay are randomly spawned as takedamage triggers. So if you shoot them they will fall off the wall, or if you touch them thry give damage. If I do r_showbboxes, the bounding box on them looks perfectly rectangular to thair model size. Just wondering why this code is spasing out like this. Tried in on exlpoboxes, same thing. Weapons dont do anything at all......weird.
frag.machine wrote:Wall torches are static objects WITHOUT collision boxes.
try with something else - an weapon, for example.
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Cobalt - Posts: 445
- Joined: Wed Jun 10, 2009 2:58 am
- Location: New England, USA
19 posts
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