James Williams wrote: > Hulls are defined as boxes in the SDK code, and all collision in the PM code > is performed on a box. Is there a restriction in the BSP format or in the > engine somewhere that requires this be the case, or (assuming that we wanted > to completely rewrite the BSP collision code) would it be possible to > implement another hull size, such as a right circular cylinder or a sphere?
No. Fundamentally, the box sizes are compiled into the .bsp file. This is because Half-Life uses the Quake 1 data structures. Quake 2 has a more flexible methodology that allows you to vary the box sizes dynamically. There's a cpu cost but it's not all that high. > Yes, there IS a reason I'm asking this, and it does make sense... It's something I've considered, but it means modifying the tool source to output some extra data structures and it's very easy to bungle it if you're not familiar with them. Valve could do it, but Half-Life is rapidly reaching a point of diminishing returns for them and unless there's a compelling reason for them to invest the effort, I don't think we'll be seeing this feature anytime soon. Cryptimus _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

