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Re: BSP file: a couple of question linked to geometry
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evy
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Default Re: BSP file: a couple of question linked to geometry - 23-07-2004

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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
.

Pierre-Marie,

You were right: by digging in the code and by using my crystal ball :

- BSP contains information about 4 hulls: visibility (=point_hull), human, head and large
- hull0 = pointhull starts on nodes 0 (i.e. the nodes 'lump') for worldspawn
- other hulls start on model->headnode[hullNumber] and use clipnodes (i.e. the clipnodes 'lump') instead of nodes

The algorithm to parse the node tree is the same (I used first Botman's TraceLine which is easier to understand).

Thanks for everyone's help

-eric
  
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