In general if you want to use the NPC or player movement code you're limited to an AABB for the collision representation that gets tested against other geometry to validate movement. If that's fine but you want to use a smaller box for that and have a larger rotatable thing around to keep players out of your space you can use bone followers (striders use these).
If you want the more general thing where you are pushing/torquing some kind of oriented primitive then you need to use vphysics for that and build your own movement controller. The rollermines and the manhacks do this (manhack is still a bit of a hybrid, rollermines are purely physics - like the vehicles). That will work fine but there's no pre-built controller with the same characteristics of the general player or NPC movement code. If you go this far the collision primitive can be any union of convex hulls though, not just a single OBB. SOLID_OBB was this idea, but I think it only works for static objects as currently implemented. There's nothing in the movement code to sweep out rotations and constrain them due to collisions, for example. Jay > -----Original Message----- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Minh > Sent: Monday, March 26, 2007 1:58 PM > To: [email protected] > Subject: [hlcoders] Problem with bounding boxes and "narrow models" > > This is a multi-part message in MIME format. > -- > [ Picked text/plain from multipart/alternative ] I'm trying > to define a bounding box for a dog and dogs are normally > longer than they are wider, so im having a hell of time > making a bounding box surround the dog effectively. > Here are some pictures that show my problem > > http://www3.telus.net/public/a6a91102/dog-1.jpg > > http://www3.telus.net/public/a6a91102/dog-2.jpg > > > So , my question is, is it possible to have the bounding box > rotate as the model rotates? as this seems to be the only > solution I see... or I can just make my dog ridiculously fat... > -- > > > _______________________________________________ > 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

