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

Reply via email to