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

