Ok About Bounding Box,does It Screw Up Hitboxes?

QuestionQuestion Join Date: 2002-11-18 Member: 9180Members
I heard something to that effect before.

And if its true,its a big probelm.

That could explain the "OMFG HE TOOK KAZILLIONS AMOUNT OF BULLETS AND NEVER DIED!".

Fades dont use a hitscan ranged weapon AND it has massive splash radius.Marines have LMG and HMGs that are hitscan and is MASSIVELY affected by this probelm if it exists.Aliens arent.Hmmmmmmm advantage to aliens maybe?

Btw the buildings seem to be blocking hitboxes.....i was skulk one time and just SAT at a TF surrounded by 8 turrets eating the TF.The turrets couldnt hit me because half of my body(what it looked like to others) was in the TF,thus a hitbox conflict,so the turrets were shooting at me,but doing damage to the TF,but since FF is off,it does 0 damage and they just keep shooting until i take down a 100+ RP defence with a 0 RP skulk.

Comments

  • ImmacolataImmacolata Join Date: 2002-11-01 Member: 2140Members, NS1 Playtester, Contributor
    Bounding box? What is that?
  • QuestionQuestion Join Date: 2002-11-18 Member: 9180Members
    <!--QuoteBegin--Immacolata+Jan 3 2003, 08:07 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Immacolata @ Jan 3 2003, 08:07 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Bounding box? What is that?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    It has something to do with stopping you from getting stuck on buildings methinks.
  • KenichiKenichi This is not a pie. Join Date: 2002-11-01 Member: 2941Members, NS1 Playtester
    <!--QuoteBegin--Question+Jan 4 2003, 01:05 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Question @ Jan 4 2003, 01:05 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Btw the buildings seem to be blocking hitboxes.....i was skulk one time and just SAT at a TF surrounded by 8 turrets eating the TF.The turrets couldnt hit me because half of my body(what it looked like to others) was in the TF,thus a hitbox conflict,so the turrets were shooting at me,but doing damage to the TF,but since FF is off,it does 0 damage and they just keep shooting until i take down a 100+ RP defence with a 0 RP skulk.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    If you were standing behind a post and someone swung a bat and hit the post then you dont get hit because the post was in the way. Same effect, the rt was in the way of the bullets from hitting you.
  • QuestionQuestion Join Date: 2002-11-18 Member: 9180Members
    TF,not RT.

    And the TF HITBOX was in the way,big difference.

    If a skulk is chomping a TF and my **obscenity**-end is sticking out i expect bullets to hit the **obscenity**-end.
  • MobJusticeMobJustice Join Date: 2002-12-23 Member: 11401Members
    They don't, but you also have to remember, that only a sh!tty comm is going to set up sentries in such a way that they don't hit all possible attack angles on the TF (except from lerks, of course).

    And yes, you can make TFs skulk-proof. Impossible to be lerk-proof, though.
  • QuestionQuestion Join Date: 2002-11-18 Member: 9180Members
    <!--QuoteBegin--MobJustice+Jan 3 2003, 10:18 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (MobJustice @ Jan 3 2003, 10:18 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->They don't, but you also have to remember, that only a sh!tty comm is going to set up sentries in such a way that they don't hit all possible attack angles on the TF (except from lerks, of course).

    And yes, you can make TFs skulk-proof. Impossible to be lerk-proof, though.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    You guys are NOT reading the post properly.

    There were EIGHT turrets.Eight turrets at the TF.3 at north side,3 at west,3 at east and 3 at south.

    T T T

    T TF T

    T T T

    There.See?

    Explain how there could be a blind spot in that defence.

    HALF of my body was stuck in the TF and the stupid hitbox thingy overlapped the TF hitbox with mine so the turrets couldnt hit me at all.
  • KherasKheras Join Date: 2002-11-09 Member: 7869Members
    Have a demo? That doesn't sound good. I've never run into anything like that though and I've chomped a ton of turret factories. Remember that it is possible sometimes for a turret to miss, especially if it's far away. You'll get hit eventually though, every third shot usually. I think either the turrets were further off than that, or the ones on the sides were lined up on the tf and didn't have fof to the back and the one behind it was placed but not built. Sounds silly but it happens a lot.

    If you want to talk about bounding and hit box bugs look at the marines. You can't bite them in half the vents and there are corners where the walls also block this way. Some structures too but not as many. I've seen a ton of players using this as a tactic.

    Kheras
  • IncitatusIncitatus Join Date: 2002-11-02 Member: 4316Members
    the bounding box is a box around the outer limits of a 3d model.
    If you have a cube the bounding box wil be the same size as the cube.
    If you make a sphere the bounding box will be the smallest box that sphere can fit into.
  • MMZ_TorakMMZ_Torak Join Date: 2002-11-02 Member: 3770Members
    I am by no means a mapper, but I play one on tv [hehe]; however,
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Bounding box? What is that? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    I did mess around with some mapping tools just to get an idea about the kind of work it takes to make a map. The bounding box is a large retangular box which incompasses the entire are your model is in. Picture sealing up a marine in a block of ice, The ice block would be the bounding box. It's the space the game engine allots to each model. It applies to buildings, people and any other item placed in the world. If I am wrong may some more knowledgeable person correct me, but that is my understanding of it.
  • SupernornSupernorn Best. Picture. Ever. Made. Ever. Join Date: 2002-11-07 Member: 7608Members, Constellation
    <!--QuoteBegin--Question+Jan 3 2003, 08:12 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Question @ Jan 3 2003, 08:12 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin--Immacolata+Jan 3 2003, 08:07 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Immacolata @ Jan 3 2003, 08:07 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Bounding box? What is that?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    It has something to do with stopping you from getting stuck on buildings methinks.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    of course...it doesnt stop a commander building on you....grr..
  • AaronAaron vroom vroom der party startah Join Date: 2002-11-05 Member: 7020Members
    Bounding/hitboxes for skulk (and probably also many other models) do not encompass the WHOLE model. That is why sometimes you can be a skulk behind a thin wall, and when you turn around, your head or rear sticks THROUGH the wall and other can see it, while you don't realize it. Same thing for weapons in CS sticking THROUGH doors. It looks like you should be able to be hit, but can't. IIRC, bounding boxes and hit boxes are to vastly simplify collision detection, otherwise collision detection would have to happen on thousands of polygons and would be computationally impractical.
  • MobJusticeMobJustice Join Date: 2002-12-23 Member: 11401Members
    Question, you can actually place a sentry above/within the TF, and when you do that, a skulk can no longer "enter" the TF.

    Again, thats why it pays to have a good comm.

    Although, you can also just drop the TF onto another structure, or clip it into the wall, and the problem is also solved that way.
  • masterswordmanmasterswordman Join Date: 2002-12-21 Member: 11303Members
    FADES FADES AT BASE, LETS HIDE BEHIND THE TF, AND THEN RUN OUT WHILE THEY'RE RAPING THE CC
  • uranium_235uranium_235 Join Date: 2002-11-20 Member: 9478Banned
    He's right about the TF hitbox. Same for RTs. I can just run up and hide in it and eat it, and only once in a while will a bullet strike my **obscenity**. Then some marine would come by and spoil my fun...
  • IncitatusIncitatus Join Date: 2002-11-02 Member: 4316Members
    hit boxes and bounding boxes are 2 different things
    read my post <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo--> , I've been doing 3d modeling for several years
  • BlueGhostBlueGhost Join Date: 2002-11-30 Member: 10337Members
    Its been my personal experiance that the only solid part of the RT is the central bit.

    TF's are a problem and it does seem possible that you can hide a skulks hitbox intirely within a TFs.

    Soemone fancy doing experiments on this?

    IF it is the case then its a huge bug which needs fixin <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo-->

    BlueGhost
  • uranium_235uranium_235 Join Date: 2002-11-20 Member: 9478Banned
    edited January 2003
    <!--QuoteBegin--Incitatus+Jan 4 2003, 10:26 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Incitatus @ Jan 4 2003, 10:26 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->hit boxes and bounding boxes are 2 different things
    read my post <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo--> , I've been doing 3d modeling for several years<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    If you don't unnahstan what he said, basically hit boxes are seperate little boxes that determine scaling of damage. The head hitbox may apply a %150 increase to power, whereas the hand hitbox will only apply about %10 of the damage.

    The bounding box is a big box that stretches over the outer limits of the shape.

    The outtermost box is like a bounding box. Notice that NO PART of the shape is outside the box. However, that box is an actual HITBOX. Meaning shooting the air could hit the TF. Which is very very bad.

    The bounding box SHOULD restrict you outside the shape. This is what stops you from walking through a marine. However, the bounding boxes on buildings are very tiny. Unfortunately I can't find any way to view them, and my 3D Studio Max doesn't work (Damn warez).
  • QuestionQuestion Join Date: 2002-11-18 Member: 9180Members
    BUMP.

    This needs fixing.
  • parkanparkan Join Date: 2002-11-17 Member: 9128Members
    Heh, please try to kill a marine on a ladder or in a vent as a skulk before claiming this is an advantage to aliens. In vents melee attacks only work about half the time at best, on ladders I have not been able to hit the marine at all, even if he was standing still, and and simply biting a marine from the top seems to be problematic in much the same way.
  • QuestionQuestion Join Date: 2002-11-18 Member: 9180Members
    <!--QuoteBegin--parkan+Jan 4 2003, 02:57 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (parkan @ Jan 4 2003, 02:57 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Heh, please try to kill a marine on a ladder or in a vent as a skulk before claiming this is an advantage to aliens. In vents melee attacks only work about half the time at best, on ladders I have not been able to hit the marine at all, even if he was standing still, and and simply biting a marine from the top seems to be problematic in much the same way.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Those are going to be fixed.

    The devs dont know about the hitbox-bounding box conflict with several thingies though.
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