Quake 1 player height in Hammer units

Discuss the construction of maps and the tools to create maps for 3D games.
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JasonX
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Quake 1 player height in Hammer units

Post by JasonX »

What is it? :roll:
Spike
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Post by Spike »

32+24=56
frag.machine
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Post by frag.machine »

Spike wrote:32+24=56
Quake units.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
Mexicouger
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Post by Mexicouger »

or

10 +6 -2 / 2 + 3 * 5 - 3 + 9 = 56

Quake Units
frag.machine
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Post by frag.machine »

Mexicouger wrote:or

10 +6 -2 / 2 + 3 * 5 - 3 + 9 = 56

Quake Units
:D

I just added the note because I was not sure if there's a 1=1 correlation between Worldcraft units and Quake units.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
Spike
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Post by Spike »

Well technically its 32--24. But double minus is a positive.
Mexicouger
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Post by Mexicouger »

So in coding, What would this add up to?

-12 -12 -24, 12 12 10??

Would it be like 14 or -14?

I am confused on how to add these....
Arkage
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Post by Arkage »

Its calculated relative to the players origin, so that would be 14, 14, 34.
Mexicouger
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Post by Mexicouger »

I need to know what Number to specify In SV_HullForEntity. Right Now, For the Morphball, I have

Code: Select all

VectorSubtract (maxs, mins, size);
		if (size[0] < 3)
			hull = &model->hulls[0];
		else if (size[0] == 14)
			hull = &model->hulls[1];
		else
			hull = &model->hulls[2];
I put

Code: Select all

else if (size[0] == 14)
			hull = &model->hulls[1];
Do you think This will work or if there is a more Efficient way to do that. Because If its lower than 3, Then it's 0.

If I was to go

Code: Select all

else if (size[0] >= 14)
			hull = &model->hulls[1];
Would that Work?[/code]
Spike
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Post by Spike »

A quake player's feet end 24 units below the player's origin.
The top of his head is 32 units above the origin.
This makes the player 56 units tall, as mentioned in my first post in this topic.
The eyes are at origin+22.
Projectiles fire from origin+16.
Maximum step height is 18 units.
You cannot step into a hole in a wall unless the hole's top is 18+56 units higher than the floor you were leaving, but you can probably jump through it. Leaving such a hole is not an issue.
Small passageways are generally 64 units high. This at least resolves most issues with floating point inprecisions.
Regular doors are 128 units high. Passageways this high permit jumping around comfortably.

A halflife player is 72 units high. 36 units in each direction. I think. I don't remember the crouching size.
xaGe
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Post by xaGe »

..Metroid like game?


Mexicouger wrote:I need to know what Number to specify In SV_HullForEntity. Right Now, For the Morphball, I have
Mexicouger
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Post by Mexicouger »

Yes, And I am confused on that part right there. I Don't know what to put because I don't know what the overall number is.
Arkage
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Post by Arkage »

Spike's post explained how it works.
Sajt
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Post by Sajt »

"size" is set to "maxs - mins".

If you think in 1D (not 3D), a character who is 8 units wide and is centred on the origin (zero), his "mins" is -4 and his "maxs" is 4. "4 - (-4)" is 8. In 3D there are three mins values and three maxs values, but it still works the same way.
F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe.
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