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
Real Hitmodel-model
Real Hitmodel-model
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
Thanks.
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
Theres are much more intelligent thoughts behind good deathmatches than some think
-
Todtsteltzer
- Posts: 93
- Joined: Thu Nov 28, 2002 8:00 am
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.
"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.
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.
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. :PShallow 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.
[url=http://www.goodstuffmaynard.com]Good Stuff, Maynard![/url]

