I believe I have found the source of the clipping errors after rescaling.
If you look at pmove->visents[x].model->hulls for the world and BSP
models, you'll see that the clip_mins and clip_maxs for the hulls are the
original hull sizes.  If that part of the engine hasn't changed from the
Quake I source, this would cause the offset returned from SV_HullForEntity
to be wrong by the difference of the player's mins - clip_mins, which is
consistent with what I had previously seen and tried to compensate for by
modifying ZHLT. (see
http://www.mail-archive.com/<a href=/faq.html#spam>[EMAIL PROTECTED]</a>/msg04565.html
and
http://www.mail-archive.com/<a href=/faq.html#spam>[EMAIL PROTECTED]</a>/msg04622.html)
 It looks like the clip_mins and clip_maxs are set in the engine (in the
Quake I source, it's hardcoded in Mod_LoadClipnodes).  At any rate,
setting BSP models' clip_mins and clip_maxs to the correct hull sizes
resulted in correct collisions.

Jim


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