Quote:
Originally Posted by evy
Not sure that I understand you correctly... Are there really three copies of the map in the BSP file? And one for each hull ? (assuming then that the blocks have been widened/fattened with ketchup & fries in order to have less space among them).
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Exactly. Given the amount of ketchup & fries (point_hull, head_hull and human_hull) you will trace a "bigger" line in the world, which is exactly the same thing as if you were tracing the same line in three "fatter" worlds. Storing 3 maps in one, that's the concept the ID programmers invented to find out easily the limits of where a player can move and where it can not.
TraceLine and TraceHull are the same thing, they call the same function in the engine: SV_RecursiveHullTrace(). Look in any of the Quake's source code to find out how this function works and how to make yours work with HL BSP files.