-- [ Picked text/plain from multipart/alternative ] I don't think so. http://www.ra.is/unlagged/faq.html#IJRAMBIHOIJRAHBIM "*Notice that his bounding box did not rotate with him.* That's not a bug in the *cg_drawBBox* code – that's actually the way Quake 3 does bounding boxes. It's the "axial" part: they are always in the same orientation in relation to the map. ("Axial," incidentally, means "along an axis" – like all 12 edges of the bounding box.)"
:( On 7/30/06, Jed <[EMAIL PROTECTED]> wrote: > > Continuing on from my earlier question about adjusting hull sizes, one > thing I wasn't aware of was that the hulls don't change their > orientation with the player which is a little annoying. > > I'd adjusted my eye positions and hull sizes to match the head > position and outline of the player models when crouched and prone. The > plan was to a) stop the player being able to stick half their model > into a wall even though the first person perspective says their not > and b) match the eye position to the player models eye position, i.e. > when prone you're not looking from the crotch. > > That the hulls don't rotate produces some fun quirks. For example the > prone view moves forward with the head as per normal when looking > North, but moves back when facing South and left/right eith East/West. > Likewise, with a long thin hull for prone, facing one direction you > cant crawl into a wall but turn 90 degrees and you can. > > So is rotating a hull possible or is it locked in its default orientation? > > - Jed > > _______________________________________________ > 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

