I've a similar problem with player models actually when it comes to bounds for prone. They are always square and always orientated "north" so using a rectangular bounding box doesnt work as it doesn't rotate with the player.
Just out of curiousity, is there anything that the HL2 Jeep uses that might be of use? That seems to drive over terrain pretty well so I wonder if theres something in it's collision detection you could use. - Jed On 22/12/06, Joel R. <[EMAIL PROTECTED]> wrote:
-- [ Picked text/plain from multipart/alternative ] 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. -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
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