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Crouch Function Problem

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  • #16
    If you use an engine like DP its got an r_drawbboxes feature that will show you the size of your bounding box of all models when set to non zero....very helpful with this kind of modifications.
    Excellent, I knew there was a cvar for that and I couldn't find it...didn't look very long though, had to go to work. Thanks man, that will be a HUGE help. I'll actually be able to see what I'm doing between that and the Chase Camera I coded (didn't realize DP already had a built-in camera )

    @Gypsy: Thanks for the info. I only have one core so it's all good in that regard. And I know your gamepack includes mostly other people's stuff, I was more referring to the fact that you put it all there at my fingertips. Saved me a lot of time having to research and track everything down. And your grid textures are cool because sometimes I don't have a texture theme picked out for my geometry.
    'Replacement Player Models' Project

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    • #17
      Actually the cmd is r_showbboxes in Darkplaces.

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      • #18
        Originally posted by Cobalt View Post
        Actually the cmd is r_showbboxes in Darkplaces.
        No worries I figured it out. You still got me looking in the right direction, thanks.
        'Replacement Player Models' Project

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        • #19
          Ran into this post while searching google for more info on q1 Clip brushes, as Spike says they are why poly collision is not feasable.

          Its odd how the bsp tree wound up in this manner because while making my TBC mod, I experimented with setsizes from point in between player range and what seems to be responsible for collision errors are the velocity of the ent with the non standard size. If we keep one still , as long as its resting on a map surface within the map bounds, it collides fine. Also of course, if you spawn a solid ent which has a size that interferes with another solids bounds, that will error as well - usually resulting in the moving entity winding up at the others min_z or someplace thereabouts, and falling through the world.

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          • #20
            Dutch, do you resolved the problem when player won't walk under low hanging BSP clips in crouch? If yes, then what was the problem?

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            • #21
              You read this thread till the end, no ?
              Then you see that the issue was fixed and it is even explained how.

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              • #22
                mins_z/maxs_z gives nothing to resolve the problem. r_showbboxes also gives nothing, there are many other ways to detect the actual size of player bbox.
                Only one useful thing i found is calling setsize so that delta x/y/z has been less than 3(example setsize(self, '0 0 0', '2 2 2')). But it's also not resolves the problem because in this case half of player's body can be pushed beyond the bounding surface.
                Sorry, but i can't see any useful info in this topic.

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