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 > > _______________________________________________ > 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

