[ Converted text/html to text/plain ] 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 > >_______________________________________________ >To unsubscribe, edit your list preferences, or view the list archives, please visit: >http://list.valvesoftware.com/mailman/listinfo/hlcoders ------------------------------------------------------------------------------ Broadband? Dial-up? Get reliable MSN Internet Access. Click Here[1] ===References:=== 1. http://g.msn.com/8HMREN/2016 _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

