Wall Worm Forums

Design Tools => Wall Worm Model Tools => WWMT Questions => Topic started by: ThaiGrocer on November 09, 2011, 04:29:17 AM

Title: Model Bounding Box / Sequence Box - Valve vs. Custom Models
Post by: ThaiGrocer on November 09, 2011, 04:29:17 AM
The focus here is non-animated props. I noticed that Valve's models always have extra space with the bounding box / sequence box with the actual mesh. Then I look at my models, the bounding box is always very tight. Is there some kind of setting in WWMT or QC that can change that? I would like to know this for multiple reasons: it usually is good for providing a way to align models on the grid in Hammer and curiosity on how it affects my interaction with it in-game and possibly performance.

There's something like $bbox, but there are multiple reasons that I have come to believe that $bbox is NOT the solution. Using $bbox gives a mdl bbox in Hammer model browser, but it does not show the box in Hammer 3D/2D viewports and HLMV (seq. boxes). $bbox is not provided in the example modelsrc provided by Valve yet their models have a box that's not flush with the extents of the model. Also, the example modelsrc that Valve provides does not result in the same box when I compile it.

I have tried searching for the past few days and the topic seems to be very obscure. Any ideas?
Title: Re: Model Bounding Box / Sequence Box - Valve vs. Custom Models
Post by: wallworm on November 09, 2011, 08:35:19 AM
There is no way to control the bounding box in WWMT yet. From my understanding of it, it's used for a really generic collision detection (maybe for just AI). But as I've never actually used it yet... that is not something I can prove.

I have considered adding $bbox to WWMT... but yours is the first mention of it.

As for the "padding"... the only way I know to control that is to actually extend pieces/parts of the model to the extents you want. I don't have time to test as I have work today... but my guess is to add either more pieces to the mesh or extend the collision hull. But maybe there is some other way.

Anyway, it's a good question. I'll look into it more when I've got less work. Maybe tomorrow.