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

