> Or if your mod has no vphysics at all, you can just skip the shadow
> objects and set the size directly in the entity.
>

Well the problem is, using CBaseEntity::SetCollisionBounds appears to
change the bounding box, (as "ent_bbox player" shows) but this box has
nothing to do with collision. it can go through walls, etc.
http://img110.exs.cx/img110/5110/small00068tp.jpg

On Sun, 12 Dec 2004 21:11:45 -0800, Jay Stelly <[EMAIL PROTECTED]> wrote:
> Vphysics shadow objects are for objects that are controlled by the game
> logic.  They follow the motion that happened in the game world and cause
> the corresponding physical effects.  The player is a special case that
> accepts feedback from vphysics.
>
> Anyway, you don't have to have specific bbox objects in your mod if you
> don't want to.  You can create them dynamically as the players change
> size.  It's just a little faster if you cache them so HL2 does.
>
> Or if your mod has no vphysics at all, you can just skip the shadow
> objects and set the size directly in the entity.
>
> Jay
>
> > -----Original Message-----
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of
> > Hasan Aljudy
> > Sent: Saturday, December 11, 2004 2:09 PM
> > To: [EMAIL PROTECTED]
> > Subject: Re: [hlcoders] manipulating hull / bbox
> >
> > Thanks.
> > I wasn't trying to just changing the standing/crouhcing
> > hulls, I was trying to _add_ more hulls.
> >
> > I think I've figured it out, it's probably not a clean way to
> > do it, but I had to mess with
> > CBasePlayer::SetupVPhysicsShadow and stuff like that ... but
> > hey, it's working.
> > Anyway, why is this stuff called shadows? like
> > m_pShadowCrouch and m_pShadowStand?
> > I'm thinking it's the shadow of the player's hull on the
> > physics engine, or something like that.
> >
> > On Fri, 10 Dec 2004 16:26:59 -0800, Jay Stelly
> > <[EMAIL PROTECTED]> wrote:
> > > The box is trivially changeable from within code.  Just change the
> > > constants VEC_HULL_MIN or VEC_DUCK_HULL_MIN or the code
> > that uses them.
> > >
> > > Also, turn on developer mode (run with -dev or type
> > developer 1 at the
> > > console) and you can see debug overlays.  They do many things
> > > including visualization of entity bounding volumes.  Try ent_bbox
> > > player at the console to see the player box in thirdperson mode.
> > >
> > > Jay
> > >
> > >
> > > > -----Original Message-----
> > > > From: [EMAIL PROTECTED]
> > > > [mailto:[EMAIL PROTECTED] On Behalf Of Hasan
> > > > Aljudy
> > > > Sent: Friday, December 10, 2004 1:59 PM
> > > > To: [EMAIL PROTECTED]
> > > > Subject: Re: [hlcoders] manipulating hull / bbox
> > > >
> > > > ok, I thought so.
> > > >
> > > > for the bbox, I'm not sure, but after several hours of
> > searching I
> > > > found this CBaseEntity::SetSize but I'm not sure it works
> > the way I
> > > > think it does.
> > > >
> > > > is there a coonsole command or someway to display the box
> > around my
> > > > "player" (assuming I'm in thirdperson mode)
> > > >
> > > >
> > > > On Fri, 10 Dec 2004 14:22:17 -0500, David Nelson
> > > > <[EMAIL PROTECTED]> wrote:
> > > > > --
> > > > > [ Picked text/plain from multipart/alternative ] no
> > there isn't a
> > > > > model for the player.  You can type "thirdperson" while playing
> > > > > the game and you won't see anything.  You have to set you own.
> > > > >
> > > > > David
> > > > >
> > > > >
> > > > >
> > > > > -------Original Message-------
> > > > >
> > > > > From: [EMAIL PROTECTED]
> > > > > Date: 12/10/04 12:42:22
> > > > > To: hlcoders
> > > > > Subject: [hlcoders] manipulating hull / bbox
> > > > >
> > > > > is it possible to change the size/dimensions of the
> > > > player's bounding
> > > > > box through code?
> > > > > Also, does the Single Player have a model for the player?
> > > > >
> > > > > _______________________________________________
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> > > > > please visit:
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> > > > >
> > > > > --
> > > > >
> > > > > _______________________________________________
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> > > > >
> > > > >
> > > >
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> > > >
> > > >
> > >
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> > >
> > >
> >
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> >
>
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