That's not all you need to do though.
Without every single step in here:
http://www.thewavelength.net/content/index.php?act=ST&f=48&t=232&s=
it won't work, no matter what you do.
I and others learned the hard way, hence why I wrote that. I added entropy's
extra fixes in there, which makes it 100%.


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 botman
> Sent: June 25, 2003 6:28 PM
> To: [EMAIL PROTECTED]
> Subject: Re: [hlcoders] Fw: Re:origin / collision problem
>
> > On further investigation, it does indeed look like a 32 unit bounding
> box
> > is the limit. Anything smaller and I get the descrepancy on the right/up
> > sides of a box bsp. If I make my entity -16 to +16 then it works fine.
> > Shame is if I remove the bbox the ball sinks into the ground but at
> least
> > the centre point goes right up to the walls, if it stayed above then
> that
> > might be ok.
>
> -16 to +16 is the same as the standing or crouched player.
>
> Are you SURE you are changing the hulls.txt file when you recompile the
> map
> to make sure the Half-Life engine is using your smaller HUD size?
>
> For example... hulls.txt:
>
> ( 0 0 0 ) ( 0 0 0 )   // point hull, don't change this
> ( -16 -16 -36 ) ( 16 16 36 )  // player standing hull
> ( -4 -4 -4 ) ( 4 4 4 )  // special tiny hull
> ( -16 -16 -18 ) ( 16 16 18 )  // ducking player hull
>
> ...then use the tiny hull for the ball entity collision checking.
>
> Jeffrey "botman" Broome
>
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