as a side note i never said it DID use a bounding box =P i just said it has collision detection. woooo covered my bases there! So I didnt look... like... an.... idiot.... doh nevermind...
thanks for the info tho :) roachie ----- Original Message ----- From: "Tony "omega" Sergi" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Monday, June 23, 2003 6:57 PM Subject: RE: [hlcoders] Fw: Re:origin / collision problem > 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. > > > > > > > > > > > > _______________________________________________ > > > > 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 > > > > > _______________________________________________ > 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

