the grenade in HL is pretty small and it has collision detection... so i
dunno about the size of it... but "nice" numbers seems like a good idea :)

roachie
----- Original Message -----
From: "Jeroen "ShadowLord" Bogers" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Monday, June 23, 2003 4:56 PM
Subject: Re: [hlcoders] Fw: Re:origin / collision problem


> I might be wrong here, but that ball looks really tiny.
>
> Could it be possible that HL rounds the collision boxes to make it easier
to
> work with them? Or maybe HL requires a minimum size, because it might take
> too much processor power to calculate collisions for tiny boxes. When
> rouding or increasing size HL is also apparently not centering the object
in
> the collision box, thus giving the appearance that 'left' walls are bad,
but
> 'right' ones are good (and this also goes for forward/backward and up/down
> then).
>
> Try changing the size of the ball to 'nice' numbers (like 8, 16, 32, 64,
> etc). Maybe that will solve the problem.
>
> Jeroen "ShadowLord" Bogers
>
> ----- Original Message -----
> From: "Mark Gornall" <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>
> Sent: Monday, June 23, 2003 23:37
> Subject: [hlcoders] Fw: Re:origin / collision problem
>
>
> > 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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> >
> >
> >
>
>
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