Changing the size of box of my model ?
Posted: Sat Jul 08, 2006 8:20 pm
MoHAA Mapping
http://map.moh-central.net/forum/
In past bodger tell me some like quaked expression, but i dont understand how define dimensions (try and error ?!?)Tod001 wrote:Look in the model's .tik, I do believe........
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/*QUAKED playerweapon_allied_thompson (0.0 0.0 1.0) (-8 -8 -8) (8 8 8)
Allied submachinegun - Thompson
*/Code: Select all
8
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| |8 |
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| X (0 0 0) |
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| -8| |
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A============|------------|
-8However, if you want perfect collision detection (i.e. bullets going through the 'air' between the swastika and the ring), you need to make a collision map.Tiki QuakeEd Specs
Append to the end of all tiki files you make a QuakeEd footer which is outlined below.
This is so that the mappers can put your stuff in their levels and for general organization.
/*QUAKED Blah_Blah_blah (r g b)(0 0 0)(0 0 0)
Description
*/
The Blah_Blah_blah is the path it will take in the QeRadiant pull down. To see what I mean go into QeRadiant and right click anywhere on the map. A pull down menu will appear and you will notice what I mean. The '_' indecates a new branch.
Characters_Bob_BigBob
would look like:
Characters
|
_Bob
|
_BigBob
?R G B? indicates the color it should be represented by in QeRadiant.
The rest of the line indicates the bounding box which the model will take.
(0 0 0) sets it so the bounding box is set by the model.
So if we had these bad asses...
Characters_Gruff
Characters_Angus
Characters_Bob_BigBob
Characters_Bob_LilBob
Characters_Satan
Characters_SouthPark_Kenny
Characters_SouthPark_Kenny_Head
Characters_SouthPark_Kenny_Arm
Characters_SouthPark_Kenny_Kenny
Characters_SouthPark_Cartman
It would look like:
Characters
|
_Gruff
|
_Angus
|
_Bob
| |
| _BigBob
| |
| _LilBob
|
_Satan
|
_SouthPark
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_Kenny
| |
| _Head
| |
| _Arm
| |
| _Kenny
|
_Cartman
Here is a list of current categories, colors, and a description.
Category R G B Examples
Archaccent ( 1.0 0.5 1.0 ) Canopy, Large decorations
Characters ( 1.0 0.5 0.0 ) NPCs like Gruff and Angus
Creatures ( 1.0 0.5 0.0 ) Static animals like flies
Enemies ( 1.0 0.0 0.0 ) Things you should kill
Items ( 0.0 0.0 1.0 ) Powerups, weapons
MiscGibs ( 0.3 0.0 0.0 ) Dead bodies, gibs etc.
Objects ( 0.75 0.0 0.0 ) Boxes Pots Cans Cups etc.
Plant ( 0.0 1.0 0.0 ) Static plants like Puffdaddy
SFX ( 0.0 0.5 0.5 ) Fire Smoke Bubbles Volcanoes
Statues ( 1.0 0.5 1.0 ) Cavehead, FogStatue etc.
World Geometry ? Black ? (0 0 0)
Detail - Medium Green ? (0 0.75 0)
Triggers - Red (1 0 0)
Paths - Red (1 0 0)
Ammo/Weapons - Blue (0 0 1.0)
Health/Powerups - Blue (0 0 1.0)
Animals/Characters ? Orange (1 0.5 0)
Generic Objects - Medium Red (0.75 0 0)
Func script classes - Turquoise (0 0.5 1)
Other Func classes- Dark Turquoise (0 0.25 0.5)
Inventory Items - Purple (0.5 0 0.5)
Plants/Trees - Bright Green (0 1 0)
Architectural Accents - Pink (1 0.5 1)
Special Effects - Dark Cyan ( 0 0.5 0.5 )
Statues - Brown (0.5 0.25 0.25 )
info_player_* - Light Brown (0.75 0.75 0)
info_grav_pathnode - Medium Blue (0 0 0.5)
misc_* - Dark Green (0 0.5 0)
func_group/func_remove - Dark Gray (0.25 0.25 0.25)
Here is a final Example
/*QUAKED SFX_Fire_helixtest (0 0.5 0.5) (0 0 0) (0 0 0)
Tornado FIRE
*/
Peace out
Brian Burleson (The Intern)

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moh_suastic_moh_suasticb
{
qer_editorimage textures/milkshape/moh_suastic/moh_suasticb.jpg
surfaceparm metal
cull none
{
map textures/milkshape/moh_suastic/moh_suasticb.jpg
rgbGen lightingSpherical
}
}
moh_suastic_moh_suasticb
{
qer_editorimage textures/milkshape/moh_suastic/moh_suasticb.jpg
surfaceparm metal
cull none
{
map textures/milkshape/moh_suastic/moh_suasticb.jpg
rgbGen lightingSpherical
}
}


And, is your bounding box big enough?actually if it is a static model and you have a .map file made of clip brushes for it in the static directory all you need to do is compile your map and the collision is added to your model(s) automatically . The .map file has to be done before you compile .
Yes, by screenshot of Radiant you see, the model have a correct box around the model.And, is your bounding box big enough?
Ok , i will try...bdbodger wrote:Yes that is right . Open radiant and load your model put clip brushes around it in the shape of your model then delete your model . Save it useing the same name as your model's tik file name and put it in the static directory . For example if your model name is my_model.tik you have to save it as my_model.map . Put that into the static directory ( not in a subdirectory ) and when you compile your map your model will have collision ( be solid ) . Next time you do a map with that model you won't have to do it again . You will have to include the .map file in your pk3 when you release it .