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Everything about HD, MD, and their mods.

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sword
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Post by sword » Thu Jan 11, 2007 3:34 pm

Yummy wrote:Hm, what is Coll? If it's collision model, then hell no. Well actually, they are probably half CSS...

I'm not that good with collision mode, isn't it pretty much the indicies and verticies of an object? Oh, no, it also includes what happens when you touch an object....right.....?
http://en.wikipedia.org/wiki/Binary_space_partition

Have fun. Even though there is a section of verts/inds which define the area of the collision model, there are limits to how much you can change the verts/inds.
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TheSlothist
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Post by TheSlothist » Thu Jan 11, 2007 5:47 pm

oww thats so long i can't read all that
OMFG THE INTERNET IS SO SRS.

Yummy
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Post by Yummy » Thu Jan 11, 2007 8:42 pm

Interesting, I understand it, but how to edit it lol.....

And I said "collision model"....that's bsp? Is collision something totally different?
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Syperium
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Post by Syperium » Fri Jan 12, 2007 1:22 pm

The BSP contains the collision of everything. Say if you put a log "outside" of bloodgulch, it will not have a BSP, meaning you'll fall right through, and without immune to falling on, you'll die. So, yes, "coll" is the BSP.

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Post by Yummy » Fri Jan 12, 2007 2:39 pm

Ahh, i get it.

I understand the BSP thing more. It's just that I am sure that for a map designer, it would take them at least 3 or 4 months to create one map. And, for me to understand how to edit it would be even harder. That will take lots of researching....
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Syperium
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Post by Syperium » Fri Jan 12, 2007 2:45 pm

Neh... really only the first 800 bytes. XD!

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Post by Yummy » Fri Jan 12, 2007 2:46 pm

that's the header.......? The bsp is below the header.
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Syperium
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Post by Syperium » Fri Jan 12, 2007 2:50 pm

Well... in some way, the header references to the BSP. But, yes, you're correct, it starts at the 800th byte.

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Post by Yummy » Fri Jan 12, 2007 4:54 pm

Because i saw the bsp tag in reverse below the 800th byte....i figured that had something to do with the BSP :P ....of course the header references to the BSP....the header references to a lot of things anyways....and the BSP is obviously important...yay rambling....yay......yay....*trails off* yay.............................
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Syperium
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Post by Syperium » Sat Jan 13, 2007 8:04 am

XD. Talk about an easy way to swap I.D's if you import a new BSP... Just like was I did with Beaver Creek. It was small, and was easy. Still, I can't really ever get it to work. It worked once, but you fall through the map...

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