"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)"
Thx for the feedback. The part that confuses me is, as I mentioned, all sides collide correctly except the top. Changing the X value of the box makes the top collide even sooner. The bigger the X the sooner the top collides yet all other sides collide properly. Tei Wrote: A question: BBOX rotate on half-life? Answer: No they do not, well at least mine don't. -----Original Message----- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jay Stelly Sent: Wednesday, November 10, 2004 1:46 PM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] Odd collisions when entity size.x is greater than 4 > 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 _______________________________________________ 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

