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Quake 1 player height in Hammer units
Posted: Tue Jun 22, 2010 11:16 pm
by JasonX
What is it? :roll:
Posted: Tue Jun 22, 2010 11:23 pm
by Spike
32+24=56
Posted: Wed Jun 23, 2010 1:51 am
by frag.machine
Spike wrote:32+24=56
Quake units.
Posted: Wed Jun 23, 2010 4:10 pm
by Mexicouger
or
10 +6 -2 / 2 + 3 * 5 - 3 + 9 = 56
Quake Units
Posted: Wed Jun 23, 2010 5:50 pm
by frag.machine
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.
Posted: Wed Jun 23, 2010 6:03 pm
by Spike
Well technically its 32--24. But double minus is a positive.
Posted: Sat Jun 26, 2010 10:33 pm
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....
Posted: Sat Jun 26, 2010 10:47 pm
by Arkage
Its calculated relative to the players origin, so that would be 14, 14, 34.
Posted: Sat Jun 26, 2010 11:18 pm
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]
Posted: Sat Jun 26, 2010 11:19 pm
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.
Posted: Sun Jun 27, 2010 12:47 am
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
Posted: Sun Jun 27, 2010 1:51 pm
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.
Posted: Sun Jun 27, 2010 8:59 pm
by Arkage
Spike's post explained how it works.
Posted: Sun Jun 27, 2010 9:14 pm
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.