Ok, I'll try one more time, then I'll give up (on the problem and probably
on this list!)

The fist image (5K) shows the *closest* I can push the ball to the wall
without it stopping as if it's collided with something:
http://www.planethalflife.com/ios/collision_bad.jpg

The second image (4K) shows how close I can move the ball to the wall on the
opposite side of the map:
http://www.planethalflife.com/ios/collision_good.jpg

One thing I noticed, when getting pm_debug / PM_DrawPhysEntBBox to draw the
bounding box, the pe->model pointer is null, but pe->name has the correct
name for the ball and it also reports the correct min/max, which it then
draws. The null pointer seemed odd but the code checks for it so maybe it's
ok, I don't know.

I thought it might be the map or clip brushes but I tried it in other maps
and  the same thing happens on the same sides of the maps.
 The map in the picture shows normal bsp walls, no clip, nothing fancy.
I have rebuilt the map with Zoners tools and some really old ones that come
with hammer, just in case it was a map/hull problem. Both gave identical
results.

This doesn't make sense to me so I'd appreciate any help.
Thanks,
Mark.


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