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For all intended purposes, think of it as "wall padding."

For sh*ts and giggles, change all the hulls to point hulls (all 0) and
recompile your map.  This is how it looks like as an ant :)
>From: "botman"
>Reply-To: [EMAIL PROTECTED]
>To:
>Subject: Re: [hlcoders] hull file in csg
>Date: Tue, 29 Oct 2002 16:48:57 -0600
>
> > This is not a 'real' hlcoding question, but it is related... :-)
> >
> > When compiling your map with Zoners, you can specify a hull file. The
> > standart hull file consists of these lines:
> > 32 32 72
> > 64 64 64
> > 32 32 36
> >
> > What is the meaning of these values? Is the first line the size of the
> > player? And the third one a ducked player?
> > And what happens to the hull(s) if you change these values?
>
>The second one (64x64x64) is the LARGE hull (used by larger monsters).
>
>If you change the hull size and recompile the map, the players bounding box
>will collide with the world using the hull that you specified for that map
>(i.e. larger hulls will prevent you from getting closer to walls and smaller
>hulls will allow you to get closer to walls).
>
>Jeffrey "botman" Broome
>
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