Halo Alpha
Halo Alpha
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{{SeeWikipedia|Collision hull}}
 
{{SeeWikipedia|Collision hull}}
[[File:Hitbox.jpg|thumb|right|While the character appears to be off the block, the hitbox is on the block, so the character does not fall off.]]
 
   
A '''collision hull''', also known as '''hitbox''' or '''collision model''', is an invisible 3D model placed around an object in a video game. This model is used for collision detection, and is sometimes referred to as a collision geometry file.<ref>When using Guerilla, a tag editing program, to modify a <tt>vehicle tag</tt>, the interface asks for the destination of the 'collision geometry file'. This is the physics model and collision hull which will tell the game when and where to animate a collision.</ref> The name "hitbox" is derived from older games, which used a simple cube.
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A '''Collision Hull''', also known as '''hitbox''' or '''collision model''', is an invisible 3D model placed around an object in a video game. This model is used for collision detection and is sometimes referred to as a collision geometry file.<ref>When using Guerilla, a tag editing program, to modify a <tt>vehicle tag</tt>, the interface asks for the destination of the 'collision geometry file'. This is the physics model and collision hull which will tell the game when and where to animate a collision.</ref> The name "hitbox" is derived from older games, which used a simple cube.
   
The visible models of objects (such as [[Spartan II]]s and [[Sangheili]]) tend to be very complex, possessing large amounts of surfaces and model geometry. If collision detection was used on these models, it would be extremely inefficient. Collision hulls solve this problem; they are simplified versions of the objects they are used for. A collision hull for a humanoid figure, for example, may resemble stick figures, particularly [[Wikipedia:DOT pictograms|those commonly used on public signs]]. A collision hull for a stairway may be a single, flat surface. Vehicles also have collision hulls; the game engine recognizes these as <tt>physics tags</tt> and <tt>collision tags</tt>, and uses them to determine how a collision between a vehicle and another object will occur.
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The visible models of objects (such as [[SPARTAN-II Program|Spartan IIs]] and [[Sangheili]]) tend to be very complex, possessing large amounts of surfaces and model geometry. If collision detection was used on these models, it would be extremely inefficient. Collision hulls solve this problem; they are simplified versions of the objects they are used for. A collision hull for a humanoid figure, for example, may resemble stick figures, particularly [[Wikipedia:DOT pictograms|those commonly used on public signs]]. A collision hull for a stairway may be a single, flat surface. Vehicles also have collision hulls; the game engine recognizes these as <tt>physics tags</tt> and <tt>collision tags</tt>, and uses them to determine how a collision between a vehicle and another object will occur.
   
 
Because collision hulls are simplified, they do not always match up perfectly with the objects they are connected to. In some cases, part of a collision hull may extend past the invisible object, giving the appearance that one can shoot the object by shooting the air next to it. In the case of a vehicle, this would cause a collision to occur with no visible point of contact. This is most notable in ''[[Halo: Combat Evolved]]'', as the vehicles used simplistic collision hulls. In other cases, parts of the visible model may not be contained within the collision hull, so that bullets pass through parts of the object as if the object was not even there.
 
Because collision hulls are simplified, they do not always match up perfectly with the objects they are connected to. In some cases, part of a collision hull may extend past the invisible object, giving the appearance that one can shoot the object by shooting the air next to it. In the case of a vehicle, this would cause a collision to occur with no visible point of contact. This is most notable in ''[[Halo: Combat Evolved]]'', as the vehicles used simplistic collision hulls. In other cases, parts of the visible model may not be contained within the collision hull, so that bullets pass through parts of the object as if the object was not even there.
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The hit box is the reason that when standing on the edge of a wall, your character will "float"; the hit box is still resting on the wall.
 
The hit box is the reason that when standing on the edge of a wall, your character will "float"; the hit box is still resting on the wall.
   
The hit box's in [[Halo: Reach]] are so precise that they conform to the actual shape of the character model. This is a problem for those who simply shoot at the general area of an enemy only for your shots to pass through an area not covered by the hit box such as between the legs. An example of this can be seen below.
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The hit boxes in [[Halo: Reach]] are so precise that they conform to the actual shape of the character model. This is a problem for those who simply shoot at the general area of an enemy only for your shots to pass through an area not covered by the hit box such as between the legs.
   
<!-- I've no doubt that Perms don't affect the hitbox... But sources for Bungie saying it, plz. -->
 
 
It was once thought that [[Armor Permutations]] affected a player's hitbox; the contrary has been proven and stated by [[Bungie]] in numerous [[Bungie.net]] Weekly Updates.{{citation needed}} Sangheili and Spartan IIs use the same hitbox in [[Multiplayer]], explaining the [[Sangheili Neck Glitch]].
 
It was once thought that [[Armor Permutations]] affected a player's hitbox; the contrary has been proven and stated by [[Bungie]] in numerous [[Bungie.net]] Weekly Updates.{{citation needed}} Sangheili and Spartan IIs use the same hitbox in [[Multiplayer]], explaining the [[Sangheili Neck Glitch]].
   
 
==Sources==
 
==Sources==
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[[Category:Terms and Phrases]]
 
[[Category:Terms and Phrases]]
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[[Category:Halo: Reach]]

Latest revision as of 13:05, 7 December 2017

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Wikipedia There is more information available on this subject at Collision hull on the English Wikipedia.

A Collision Hull, also known as hitbox or collision model, is an invisible 3D model placed around an object in a video game. This model is used for collision detection and is sometimes referred to as a collision geometry file.[1] The name "hitbox" is derived from older games, which used a simple cube.

The visible models of objects (such as Spartan IIs and Sangheili) tend to be very complex, possessing large amounts of surfaces and model geometry. If collision detection was used on these models, it would be extremely inefficient. Collision hulls solve this problem; they are simplified versions of the objects they are used for. A collision hull for a humanoid figure, for example, may resemble stick figures, particularly those commonly used on public signs. A collision hull for a stairway may be a single, flat surface. Vehicles also have collision hulls; the game engine recognizes these as physics tags and collision tags, and uses them to determine how a collision between a vehicle and another object will occur.

Because collision hulls are simplified, they do not always match up perfectly with the objects they are connected to. In some cases, part of a collision hull may extend past the invisible object, giving the appearance that one can shoot the object by shooting the air next to it. In the case of a vehicle, this would cause a collision to occur with no visible point of contact. This is most notable in Halo: Combat Evolved, as the vehicles used simplistic collision hulls. In other cases, parts of the visible model may not be contained within the collision hull, so that bullets pass through parts of the object as if the object was not even there.

The hit box is the reason that when standing on the edge of a wall, your character will "float"; the hit box is still resting on the wall.

The hit boxes in Halo: Reach are so precise that they conform to the actual shape of the character model. This is a problem for those who simply shoot at the general area of an enemy only for your shots to pass through an area not covered by the hit box such as between the legs.

It was once thought that Armor Permutations affected a player's hitbox; the contrary has been proven and stated by Bungie in numerous Bungie.net Weekly Updates.[citation needed] Sangheili and Spartan IIs use the same hitbox in Multiplayer, explaining the Sangheili Neck Glitch.

Sources

  1. When using Guerilla, a tag editing program, to modify a vehicle tag, the interface asks for the destination of the 'collision geometry file'. This is the physics model and collision hull which will tell the game when and where to animate a collision.