|
From: <qu...@ca...> - 2015-12-19 07:26:19
|
On 2015-12-18 17:17, Cobalt wrote:
> Whats the definition of this solid? I thought I read somewhere , it was
> touch on bottom but not sides, or is it vice versa?
>
> ==
> Cobalt
5.7 Collision detection
SOLID_NOT = 0; // no interaction with other objects
// inactive triggers
SOLID_TRIGGER = 1; // touch on edge, but not blocking
// active triggers, pickable items
// (.MDL models, like armors)
SOLID_BBOX = 2; // touch on edge, block
// pickable items (.BSP models, like ammo
box)
// grenade, missiles
SOLID_SLIDEBOX = 3; // touch on edge, but not an onground
// most monsters
SOLID_BSP = 4; // bsp clip, touch on edge, block
// buttons, platforms, doors, missiles
The first 2 of course are not solid.
BBOX are the explode boxes and some odd level architecture here and
there.
SLIDEBOX are mostly monsters and players
BSP are all the doors, plats, func_walls, etc.
In darkplaces if you set:
r_showbboxes 2
it will show all those - colors in order are
0 white
1 purple
2 green
3 red
4 blue
As far as exactly what they are and do...that is buried in the engine
code.
I know the BSP solid exactly follows the brush structure. The others go
by bounding box.
Darkplaces also adds some options.
And when I figure out how to upload it, I'll put up some of my html
linked quake-c manuals.
Also, I covered this on the qc forum somewhere...I need to link that
stuff in as well, so
this will likely be a continuing work.
|