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rotating bounding boxes


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karlos
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Join Date: Apr 2004
Location: Germany/Poland
Old 09-10-2005 , 08:57   rotating bounding boxes
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is it possible to rotate bounding boxes of entitys ?
EV_VEC_avelocity only spinds the model, similar to EV_VEC_angles
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Zenith77
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Join Date: Aug 2005
Old 09-10-2005 , 11:18  
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errr..dont think so...you would have to change the actual model...i think thats where they are defined....
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karlos
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Old 09-10-2005 , 12:15  
Reply With Quote #3

bounding boxes not = hit boxes


hit boxes = for damage calculation
bounding boxes = collision calculation
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Zenith77
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Old 09-10-2005 , 12:39  
Reply With Quote #4

yes i know both of those are created with the model....
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XxAvalanchexX
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Old 09-10-2005 , 13:17  
Reply With Quote #5

Bounding boxes for entities other than players are hard-coded into the game dll and set upon it's creation, but you may still be able to change that with EV_VEC_mins and EV_VEC_maxs.

Bounding boxes for players seem to be constantly updated based on whether they are standing or ducking and not overridable by changing EV_VEC_mins and EV_VEC_maxs.
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karlos
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Old 09-10-2005 , 13:22  
Reply With Quote #6

@Zenith77
no bounding boxes are not defines inside model
only hitboxes

@XxAvalanchexX
mins maxs = size
i am talking about rotation of bounding boxes that already have a size
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