HULL #
Last edited 2 years ago2022-07-08 13:48:25 UTC
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The "outside" skin/face plane/facets boundary of a model or map. Half-Life maps have 4 hulls, one for visual rendering and three for collision detection. Hull is mentioned when you have a LEAK error when compiling a map.
More info on HULL's from VERC:
Note: in the following table, boundaries and size are expressed as 3D vectors in the X, Y and Z coordinates respectively. Note that none of these are tied to a floor, ceiling, or wall especially.
Index | Minimum boundary | Maximum boundary | Size | Description |
---|
0 | (0, 0, 0) | (0, 0, 0) | (0, 0, 0) | This is the physical hull, basically the planes and brush faces. |
1 | (-16, -16, -36) | (16, 16, 36) | (32, 32, 72) | This is the hull that limits where a standing player can go. Basically this one keeps players from getting "buried in the floor or the wall". The model has little to do with the hulls. |
2 | (-32, -32, -32) | (32, 32, 32) | (64, 64, 64) | This hull limits where large monsters can go such as the Gargantua, Gonarch and Bullsquid. |
3 | (-16, -16, -18) | (16, 16, 18) | (32, 32, 36) | This one is for the crouching player. |
4 | n/a | n/a | n/a | This is a bogus hull error and does not really exists. |
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