Real Hitmodel-model

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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CorteX( )
Posts: 10
Joined: Mon May 28, 2007 6:05 pm

Real Hitmodel-model

Post by CorteX( ) »

Hi all,

Is there a model for Q3 which precisely describes the hitmodel, and maybe with some nice light green or another noticable colour on it? With the describe stuff, I mean when you hit the model that you really hit, and with every miss near the model you miss.. I'd love that! I got irritated from shooting hits which missed the actual model :p Thanks.
Theres are much more intelligent thoughts behind good deathmatches than some think
wviperw
Posts: 334
Joined: Sat Mar 17, 2001 8:00 am

Post by wviperw »

LOL, it'd just be a box jumping around the map.
[url=http://www.goodstuffmaynard.com]Good Stuff, Maynard![/url]
CorteX( )
Posts: 10
Joined: Mon May 28, 2007 6:05 pm

Post by CorteX( ) »

I doubt it will be a box. Ever noticed that the wideness of the torso is greater than at the legs and head? I don't think he or she will be a beauty, but it múst be better than a box :icon26:
Theres are much more intelligent thoughts behind good deathmatches than some think
Todtsteltzer
Posts: 93
Joined: Thu Nov 28, 2002 8:00 am

Post by Todtsteltzer »

Believe it or not, but it's just a box. ;)

"Quake III Arena uses bounding boxes for collision detection. The player resides inside such a bounding box and there is only collision with this bounding box. The detailed player model that is visible in the game is not used for collision detection. The bounding boxes are axial; the bounding planes of the box are aligned with the coordinate axes of the game world. ..."

Source: "The Quake 3 Arena Bot" by J.M.P. van Waveren (aka Mr. Elusive).


Edit: Added a link.
Shallow
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Joined: Wed Feb 09, 2005 1:58 pm

Post by Shallow »

One important thing to note in that quote is the bit about the hitbox being axially aligned. This means the hitbox stays parallel with the world grid all the time - whereas the visible player model does not - regardless of the direction the player is facing or moving.

So even if you did have a player model which was a box of the appropriate size, it would never precisely align with the hitbox location.
+JuggerNaut+
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Post by +JuggerNaut+ »

Image



:confused:
broar
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Joined: Sun Jan 21, 2007 4:44 pm

Post by broar »

Image
:dork:
wviperw
Posts: 334
Joined: Sat Mar 17, 2001 8:00 am

Post by wviperw »

Shallow wrote:One important thing to note in that quote is the bit about the hitbox being axially aligned. This means the hitbox stays parallel with the world grid all the time - whereas the visible player model does not - regardless of the direction the player is facing or moving.

So even if you did have a player model which was a box of the appropriate size, it would never precisely align with the hitbox location.
Although, you could probably counter-rotate the AABB box based on the player's yaw so that it *would* always be axis-aligned. But this is all silly talk anyway. :P
[url=http://www.goodstuffmaynard.com]Good Stuff, Maynard![/url]
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