HULL # Last edited 1 month 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.
IndexMinimum boundaryMaximum boundarySizeDescription
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.
4n/an/an/aThis is a bogus hull error and does not really exists.


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