Jay Stelly wrote:
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.
Here is a screenshot of BBOX for Quake1.
http://telejano.berlios.de/option/mod_showbbox1.jpg
Half-Life is somewhar better becuase support more bbox sizes because the
half-life map include one more hull. I thing. Yet more cool because you
can build for some sizes, are not builtin values on compiler tools and
engine but something you can customize for your needs.
A question:
BBOX rotate on half-life?
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