Quake 1 player height in Hammer units
Quake 1 player height in Hammer units
What is it? :roll:
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Mexicouger wrote:or
10 +6 -2 / 2 + 3 * 5 - 3 + 9 = 56
Quake Units
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)
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I need to know what Number to specify In SV_HullForEntity. Right Now, For the Morphball, I have
I put
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
Would that Work?[/code]
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];
Code: Select all
else if (size[0] == 14)
hull = &model->hulls[1];
If I was to go
Code: Select all
else if (size[0] >= 14)
hull = &model->hulls[1];
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.
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.
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"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.
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.