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I'm building a racing type mod, and I built the little cars out of
SOLID_BBOX, everything works perfect, except when their on slopes.  The
problem is not rotating the model which I did using matrix operations, but
it's with the SOLID_BBOX that doesn't rotate.  Since my bounding box is 44
width and 35 height units, the BBOX floats mid air on slopes with one edge
on the ground.  So the rotated kart is floating in the air by Z units.
Faking the Z units on the client was plausible at first, but too many
problems arose with changing slopes to flat and jumping and bouncing and
ramp jumps.

Heres a picture to show an example.
http://www.soccer-jam.com/bbox_problem.jpg

First you might ask, why not just use "valve's great physics engine", well,
having 10-25 physics vehicles wouldn't work good on a great deal of
computers, so using this route I save myself millions of calculations and I
have much more precision on my movements.  I'd hope valve didn't forget
about SOLID_OBB as it says (not yet implemented), maybe for episode 2?

Any plausible ideas would be helpful, thanks.
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