The grenade doesn't use the bounding box to collide either.
It uses its center point.

(I can't see the pics mind you)
but remember, hl deals with bounding BOXES. And they're Axis aligned. So
from some angles, they won't line up properly. You'll have to do your own
collision detection if you need precise things, such as spheres.


omega
Blackened Interactive - http://www.blackened-interactive.com
Wavelength - http://www.thewavelength.net

> -----Original Message-----
> From: [EMAIL PROTECTED] [mailto:hlcoders-
> [EMAIL PROTECTED] On Behalf Of Roachfood <www.the-coming.com>
> Sent: June 23, 2003 7:36 PM
> To: [EMAIL PROTECTED]
> Subject: Re: [hlcoders] Fw: Re:origin / collision problem
>
> 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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> > please visit:
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> > >
> > >
> > >
> >
> >
> > _______________________________________________
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> >
> >
>
>
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