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OBD:AGQG: Difference between revisions

592 bytes added ,  28 December 2009
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:0x00 00 '''08''' 00 - vertical collision: slope < 70°
:0x00 00 '''08''' 00 - vertical collision: slope < 70°
:0x00 00 '''10''' 00 - horizontal collision: slope > 70°
:0x00 00 '''10''' 00 - horizontal collision: slope > 70°
:0x00 00 '''40''' 00 - ignore grid
:0x00 00 '''40''' 00 - grid ignore
:0x00 00 '''80''' 00 - no decal
:0x00 00 '''80''' 00 - no decal
:0x00 00 00 '''01''' - furniture
:0x00 00 00 '''01''' - furniture
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:*3 - Project quad on YZ plane.
:*3 - Project quad on YZ plane.
:The projection plane is used to determine if a point is in a quad (this point is usually the result of an intersection between a ray and the quad plane).
:The projection plane is used to determine if a point is in a quad (this point is usually the result of an intersection between a ray and the quad plane).
;Grid ignore
Appears to be unused. It's likely purpose is to mark quads that don't count as obstacles in the pathfinding grid.
;Danger
Appears to be unused. It's likely purpose is to create danger areas in the pathfinding grids. Usually there's a trigger volume nearby that hurts/kills the character. This quads are always invisible.
;Invisible
Invisible quads have a couple of different uses:
:* block player access to some parts of the environment
:* stairs ramp
:* collision geometry (used by some "complex" furniture)
:* danger quads (see above)
:* some other apparently useless quads


;Runtime flags
;Runtime flags
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