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 _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

