What Are The Clipping Boxes Dimensions...

the_x5the_x5 the Xzianthian Join Date: 2004-03-02 Member: 27041Members, Constellation
<div class="IPBDescription">...for the classes in NS, in wcu</div> Ok, with the answer in worldcraft units (<b>wcu</b>):

<b>What are the clipping box dimensions for the classes in NS (by center as 0,0)?</b>

<u>example answer: </u>

marine --
by origin: 16 (x), -16 (x), 16 (y, forward), -16 (y, backward), 64 (z), -64 (z)
by dimensions: 32 by 32 by 128

<u>Player Classes in NS:</u>

marine
sulk
gorge
lerk
fade
onos
commander (yes he's a class)

Comments

  • PogoPPogoP Environment Artist Join Date: 2004-01-31 Member: 25827Members, NS2 Developer, Constellation
    marine//fade --
    by origin: 16 (x), -16 (x), 16 (y, forward), -16 (y, backward), 36 (z), -36 (z)
    by dimensions: 32 by 32 by 72

    onos --
    by origin: 32 (x), -32 (x), 32 (y, forward), -32 (y, backward), 54 (z), -54 (z)
    by dimensions: 64 by 64 by 108

    skulk//gorge//lerk --
    by origin: 16 (x), -16 (x), 16 (y, forward), -16 (y, backward), 18 (z), -18 (z)
    by dimensions: 32 by 32 by 36
  • EnceladusEnceladus Join Date: 2004-01-18 Member: 25442Members
    ever wondered what the nshulls.txt in your nsp folder is good for? <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
  • the_x5the_x5 the Xzianthian Join Date: 2004-03-02 Member: 27041Members, Constellation
    Sweet! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->

    This help a lot when doing unusual polygons and I want to check to see if they can fit through.

    Thanx PogoP
  • the_x5the_x5 the Xzianthian Join Date: 2004-03-02 Member: 27041Members, Constellation
    *using search to look for said file*

    Can you edit nshulls.txt? If you can then you could change the onos ladder issues on client side? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->
  • EnceladusEnceladus Join Date: 2004-01-18 Member: 25442Members
    in theory you can edit it, but practically you won't have any benifit from it.
    The nshulls.txt is for the compile process of a map, and it's needed to tell the compiler how the correct clipping hulls need to be calculated. If you would change it, you would also change the clipping hull creation and it would probably lead to more problems.
    You can see it on some custom ns maps which are compiled with the wrong hull file. The onos will be walking halfway in the floor then.

    To solve the ladder issue it woud probably need some changes in the code of HL, and I really don't think that it's easy to fix.
  • the_x5the_x5 the Xzianthian Join Date: 2004-03-02 Member: 27041Members, Constellation
    Indeed. After this was said I then found this site:

    <a href='http://www.natural-selection.org/Mapping_Guidelines.html' target='_blank'>Mapping Guidelines for NS3.0</a>

    which explains a lot, I still come here with a few hard questions from time to time. I'm still rather new to the NS mapping scene. I've done mapping other mods (HLDM, TFC, HoE, SvenCo-op, CS, and even DoD) but I was kind of clueless with most of the unique NS entities. I love the special entities that allow you to contol gamma and memory contol directly from within mapping entities. This makes map making for NS superior to most other mods. (well maybe Spirit of Half-Life mod can still out do a few things, but NS is much more popular)

    I think I'm going to make one more thread that would be a great idea. The number of hives and pre-set structures...
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