> http://www.deadm.com/CorrectCollision.jpg
> The above correctly collides on all sides.
> (using: SET_SIZE(pent, Vector(-4,-28,-14), Vector(4,28,1));)
>
> http://www.deadm.com/IncorrectCollision.jpg
> The above entity is currently colliding with the ceiling when
> it is not close to the ceiling. All the other sides collide correctly.
> (using: SET_SIZE(pent, Vector(-5.6,-28,-14),
> Vector(5.6,28,1));) If I up the X value the top collides even sooner.
>
> Am I missing some fundamental point in how collisions work?


Yes.  In Half-Life, bounding box collisions with the world geometry are
calculated using fixed size bounding boxes.  You can modify these fixed
sizes by changing a config file and recompiling the maps (they are
precaclulated in the BSP file to speed up the run-time collision
queries).  There are only three box sizes stored as I recall.  So in all
probability neither case is performing correctly and your experiment is
incomplete (try collisions with the other sides of the box) unless you
are already modifying the precomputed collisions to work with these box
dimensions.  I assume there are tutorials around that have examples for
configuring the box sizes.  There are certainly existing mods that
modify them successfully.

FWIW - Source is much more general with respect to collisions (it's
trivial to do what you are expecting above), but then I guess that won't
help you until you are ready to switch platforms :)

Jay


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